Defeating Babel Four Strategies for Better Design Communication in Agile Jim Carlsen-Landy Director, User Experience Design CA Technologies [email protected] Big Design 2015 #bigd15 @JimCL42
Defeating BabelFour Strategies for Better Design Communication in AgileJim Carlsen-LandyDirector, User Experience Design
CA Technologies
Big Design 2015
#bigd15@JimCL42
What’s this about?
Is intro to or critique of Agile
how to reduce or eliminate design
details of specific design or coding methods
all the answers
the only answer
Is working better across
functional roles
applicable to developers, designers, product owners, QA, and managers
better communication about design and development during the process
For the attention span impaired
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
Who am I? How did I get here?
Who am I? How did I get here?
Who am I? How did I get here?
…and you are?
Designer
Developer
Scrum Master
Product Owner
Quality Engineer
Product Manager
Team Manager
Project Manager
You are part of a product team.
Your actions and your decisions affect your product.
Therefore you are a product designer.
Why is communication a problem?
Design is different from development Years of waterfall thinking have created silos By-the-book Agile is very development-centric Our teams and leaders have different concerns Humans crawl into their comfort zone under pressure Professionals use the secret language of their craft to
reinforce their authority and value
The secret to better communication
It depends.
Every team,
every project, and
every organization
is different.
Four things you can do
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
Four things you can do
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
Agile value
Agile value
Our highest priority is to satisfy the customer through early and continuous
delivery of valuable software.
Value = Priority = What gets doneQ: Who decides priority in your sprints?
A: Your product owner.
Make them your friend.
Help them understand the value
of a great user experience.
Value = Priority = What gets doneQ: Who decides priority in your sprints?
A: Your product owner.
Make them your friend.
Help them understand the value
of a great user experience.
Is this YOU?
Different concerns
Developer• Efficient• Maintainable• Implementable
Designer• Usable• Modern• Branded
Product Owner• Customer needs• Utilitarian• Business ROI
Different concerns, one goal
Developer• Efficient• Maintainable• Implementable
Designer• Usable• Modern• Branded
Product Owner• Customer needs• Utilitarian• Business ROI
DELIVER
VALUE
Usability adds value (the simple version)
A feature that cannot be used prevents the user from performing the intended task.
If the user is unable to perform the intended task, that feature delivers less (or zero) value.
An attribute of the product that interferes with or reduces the value delivered is a defect.
Therefore, an unusable feature is a defect.QED
For your users Efficiency, accuracy,
consistency
Trust & acceptance
Better tolerance for bugs
Stay competitive and profitable
User-centered design adds value
For your users Efficiency, accuracy,
consistency
Trust & acceptance
Better tolerance for bugs
Stay competitive and profitable
User-centered design adds value
For your business Reduced support calls
Reduced training costs
Fewer product returns and more renewals
Differentiate in the market
Avoid lawsuits
User-centered design reduces risk
Paul Sherman, “Decision Insurance: Iterative Prototyping to Reduce Business Risk”
User-centered design reduces risk
Paul Sherman, “Decision Insurance: Iterative Prototyping to Reduce Business Risk”
Presentation adds value
Edward Tufte, Visual Explanations, 1997
Presentation adds value
Edward Tufte, Visual Explanations, 1997
INFORMATION ON THIS PAGE WAS PREPARED TO SUPPORT AN ORAL
PRESENTATIONAND CANNOT BE CONSIDERED COMPLETE
WITHOUT THE ORAL DISCUSSION
Presentation adds value
Edward Tufte, Visual Explanations, 1997
Features aren’t enough anymore
Sunday Monday
Thanks, Jeremy Johnson!
Don’t take my word for it
Autodesk: “experience design contributes 36% to 40% to motivating users to recommend our product.” That’s NPS for you marketing folks in the room
Medallia: compared to users who had the worst experiences, users who had the best experiences:
spent 2.4x as much and renewed 6x as often
Don’t take my word for it
Autodesk: “experience design contributes 36% to 40% to motivating users to recommend our product.” That’s NPS for you marketing folks in the room
Medallia: compared to users who had the worst experiences, users who had the best experiences:
spent 2.4x as much and renewed 6x as often
Peter KrissHarvard Business Review
blog 1 Aug 2014
It’s time to stop the philosophical debate about whether investing in the
experience of your customers is the right business decision. This isn’t a question of beliefs, it’s a question about the behavior
of your customers.
Don’t take my word for it
Design Management Institute, March 10, 2014
Product Owner value questions
What would you ask for if this was the last sprint?
What would you ask for if you can only get one thing? After that? After that?
What you’re asking for is risky / expensive. Does this lower cost alternative meet your needs? No? Then let’s negotiate something that does.
The value of happiness
@SimonCockayne“Forget velocity, measure value”
Ask your customers:“How happy does backlog item x make you?”
Super-happy (score 9-10) – You love the backlog item.
Ok (score 7-8) – You are satisfied.
Unhappy (score 0-6) – You are unhappy (or miserable) about the backlog item.
The value of happiness
@SimonCockayne“Forget velocity, measure value”
The value of happinessThe results were wonderful.
First of all, they were super keen to try something new and we wanted their opinion.
Second, the scores showed that they LOVED the stuff we were doing.
Third, the scrum team who were listening were STOKED to see the high scores. Frankly, I thank that helped boost scrum team morale in the next sprint.
Fourth, customers started interacting with each other as they discussed the value they perceived, lots of
good spirits and good humour, to boot.@SimonCockayne
“Forget velocity, measure value”
Perspectives on value
Adam Polansky, “Spread It, Split It & Stack It – 3 Methods for Qualifying Content”, Big Design 2010
Games for getting to value
www.innovationgames.com
Summing up value
Four things you can do
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
It’s in there
Continuous attention to technical excellence and good design enhances
agility.Simplicity – the art of maximizing the amount of work not done – is essential.
Being present in an Agile world
Story
creation Estimation
Itera
tion
plann
ingDaily scrum Sp
rint
dem
o
Retrospectiv
e
Design stories, dev stories
Design stories Development stories
Design stories, dev stories
Design stories Development stories
Research & discovery
Epic-level design (e.g. storyboards)
Pre-release usability testing✔
✔
✔
Design stories, dev stories
Design stories Development stories
Generic “do GUI” in a separate user story
“Apply the look&feel to finished screens”
UX defects are “cosmetic” (UX debt)
✗✗✗
Development storiesDesign stories
Design stories, dev stories
Development stories
Design stories, dev stories
Design stories
✔
Project stories
Design stories, dev stories
✔
Building a teapot
As a user I need a teapot so that I can make tea.
Building a teapot
As a user I need a teapot so that I can make tea.
Building a teapot
As a user I need a teapot so that I can make tea.
a tea drinker
Building a teapot
As a user I need a teapot so that I can make tea and enjoy a relaxing hot beverage.
a tea drinkerJane
Souchong
Building a teapot
As a user I need a teapot so that I can make tea and enjoy a relaxing hot beverage.
a tea drinkerJane Souchong needs sh
e
“User Stories Don’t Help Users: Introducing Persona Stories”, William Hudson, ACM Interactions magazine, issue XX.6 Nov/Dec 2013
Building a teapot
Jane Souchong needs a teapot so she can make tea and enjoy a relaxing hot beverage.
Building a teapot
Acceptance criteria:
Jane Souchong needs a teapot so she can make tea and enjoy a relaxing hot beverage.
Building a teapot
Acceptance criteria:Holds waterCan be heated to boiling without breakingHolds tea so it can steep in boiling waterHandle to lift the teapotSpout to pour out the teaWashableAttractive on my kitchen shelf
… and so on
Jane Souchong needs a teapot so she can make tea and enjoy a relaxing hot beverage.
Jane Souchong needs a teapot so she can make tea and enjoy a relaxing hot beverage.
Building a teapot
Acceptance criteria:Holds waterCan be heated to boiling without breakingHolds tea so it can steep in boiling waterHandle to lift the teapotSpout to pour out the teaWashableAttractive on my kitchen shelf
… and so on
Building a teapot
Acceptance criteria:Holds waterCan be heated to boiling without breakingHolds tea so it can steep in boiling waterHandle to lift the teapotSpout to pour out the teaWashableAttractive on my kitchen shelf
… and so on
usable
Jane Souchong needs a teapot so she can make tea and enjoy a relaxing hot beverage.
Bold
ness
Make users and usability explicit
Prototyping and design validation for every product increment
Definition of Done includes “UX reviewed” and “Usability tested”
“Reviewed and approved by UX” in acceptance criteria (add a task!)
“Usability tested” in acceptance criteria (add a task!)
“Usable” in acceptance criteria
Usability test stories in every sprint
Usability test stories in every release backlog
Persona names in user stories (“Jane Souchong needs…”, not “As a user…”)
Even more Agile UX hooks
Refactoring Shippable increments No unnecessary documentation Simple design
Four things you can do
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
Prototype, prototype, prototype
Q: What’s the right fidelity of prototype?
A: Any fidelity is better than none.
Prototype, prototype, prototype Paper Wizard of Oz PowerPoint, Keynote InDesign, Axure, InVision
Okay, HTML/javascript are good for prototyping, too
Prototype, prototype, prototype Paper Wizard of Oz PowerPoint, Keynote InDesign, Axure, InVision
Okay, HTML/javascript are good for prototyping, too But keep it cheap, light, and fast
Can I throw this away without hesitation?
Prototype, prototype, prototype
WARNING
Obligatory Controversial Content Ahead
Prototype, prototype, prototypeQ: Should designers code their own prototypes?
Prototype, prototype, prototypeQ: Should designers code their own prototypes?
Prototype, prototype, prototypeQ: Should designers code their own prototypes?
A: If you can, go ahead.
BUTDon’t limit your designs to what
YOU can build.
Find a developer to pair with – they’re better at it.
Prototype, prototype, prototypeQ: Should designers code their own prototypes?
Here’s what we really need: we need designers who can design the hell out
of things and developers who can develop the hell out of things.
And we need them all to work together seamlessly.
Jesse Weaver“We Don’t Need More Designers Who Can Code”
Medium RE:Write, Dec 2014
Prototyping is cheap, not free
Prototypes save time & money Experiments save time & money
Plan prototypes into the sprint Do NOT rely on skunkworks Do NOT rely on the team’s willingness to
“do the right thing” off the clock
Spike it out
Developers If you don’t know
something, spike it If an approach seems
risky, spike it If someone thinks
another way is better, spike both
Spike it out = Do. The. Research.Developers If you don’t know
something, spike it If an approach seems
risky, spike it If someone thinks
another way is better, spike both
Designers If you don’t know
something, research it If an approach seems
uncertain, research it If someone thinks
another way is better, research both
Note: Research = USER research
Research is expensive, right?
Wrong. REALLY wrong. Guerrilla user research Guerrilla usability
testing 5-second tests Hallway tests Group sessions $$$$$$$$$$$$
$$$$$$$$$$$$$
Research is expensive, right?
Wrong. REALLY wrong. Guerrilla user research Guerrilla usability
testing 5-second tests Hallway tests Group sessions $$$$$$$$$$$$
$$$$$$$$$$$$$
Less >> Zero Stakeholder interviews Repurpose existing data Fewer participants Remote / unmoderated No lab, no recordings
One more thing about researchQ: What’s the most expensive mistake
you can make in a product?
$$$$$$$$$$$$$$$$$$$$$$$$$
One more thing about researchQ: What’s the most expensive mistake
you can make in a product?
$$$$$$$$$$$$$$$$$$$$$$$$$
A: Building a product that nobody wants.Do. The. Research.
Show design and code often
It’s never done, so don’t hang on to it
Show in-work design in sprint demos to other designers to your developers (they’ll tell you if it’s insane)
Show in-work code in pairing sessions to other developers to your designers (they’ll tell you if it’s off-target)
Four things you can do
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
Lean UX sez
You are in the problem-solving business, and you don’t solve problems with design
documentation.
You solve them with elegant, efficient and sophisticated software.
Jeff Gothelf“Getting out of the deliverables business”
Smashing Magazine, March 2011
What are the right deliverables?
It depends.
What does your team need?Fid
elity
& D
etai
l
CostCo-construction
Conversations & notes
Scenarios / Use Cases)
StoryboardsWireframes
Low-fi mockupsHi-fi mockups
Pixel-perfect comps
Annotated static mockupsInteractive mockups
Clickable wireframes
What are the right deliverables?
It depends. How mature is the design team? How mature is the dev team? How mature is the relationship of design, dev, and PO? What is the least fidelity that communicates sufficiently?
What are the right deliverables?
It will change.This is a wonderful kind of magic.
Start somewhere in the middle,and see which way you need to adjust.
Observe in each sprint.Adjust again. And again.
Wireframe scenarios
Wireframe scenarios
Four things you can do
Drive priority discussions around value
Speak a shared language of Agile development
Show the possibilities, don’t debate principles
Tailor artifacts to meet your teams’ needs
Right here at Big Design 2015
“The $1 Prototype: A Modern Approach to UX Design”, Greg Nudelman (Thursday workshop)
“Axure Essentials: Beyond Paper Prototyping”, Jo Anne Wright (Thursday workshop)
“Rapid Prototyping 2015: It’s a Mad, Mad World”, Marti Gold (Fri 10:00)
“Flash Builds: 1 Week Prototyping”, Jessica Keup (Fri 4:00)
“Don’t Waste Your Time: Secrets of Minimum Valuable Prototyping”, Philip Likens (Sat noon)
“Scrappy Usability: How to Run Faster Than Lean UX”, Josh Hall (Sat 2:30)
“Six Ways to Bridge the Distance Between UX and Agile Virtual Teams”, Mary Brodie (Sat 4:00)
If you remember only one thingCommunicating design in an Agile team
is about conveying value,
not handing off artifacts.So…
Know where UX adds value,
equip yourself to communicate it clearly, and
be prepared to talk about it a LOT.
1.www.linkedin.com/in/jimcl
@JimCL42