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UX Research in an Agile World Hira Javed November 23, 2014

UX Research in an Agile World

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Page 1: UX Research in an Agile World

UX Research in an Agile World

Hira Javed

November 23, 2014

Page 2: UX Research in an Agile World

About Me

Usability Specialist

@hirajaved10

http://lnkd.in/HGSpHW

UX Instructor

Page 3: UX Research in an Agile World

“Research is formalized curiosity.

It is poking and prying with a purpose.”

- Zora Neale Hurston

Page 4: UX Research in an Agile World

UX Research is about…

Understanding the user:

• What they do

• How they do it

• Why they do it

Page 5: UX Research in an Agile World

Why do UX research?

Page 6: UX Research in an Agile World

To avoid this…

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and this…

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and therefore this…

Page 9: UX Research in an Agile World

“building the right thing and we’re building

the thing right.”

- Natalie Hanson

Page 10: UX Research in an Agile World

Goals of UX Research

• To add context and insight to the the

design process.

• To measure the effectiveness of design

solutions implemented.

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Traditional Face of User Research

Page 12: UX Research in an Agile World

But times they are

a-changin’

Page 13: UX Research in an Agile World

Forces Affecting User Research

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Mobile explosion

It’s all about context

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Industry speed

Pressure to constantly evolve

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Agile development

Sprints don’t wait

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UX Culture

People want to be

involved

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Traditional methods

take time

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We have to make these faster…

Page 20: UX Research in an Agile World

Narrow

objectives

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Shorter Timelines

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Informal deliverables

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Brief Documentation

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Agile UX Research

• TexAgile is about thinking holistically, working

incrementally.

• UX research process needs to align with this

incremental workflow.

• Research should commence in sprint 0 or

earlier.

• Prototypes will need to be tested one sprint

ahead of development.

Page 25: UX Research in an Agile World

Research Methods

Page 26: UX Research in an Agile World

• Evaluate part of a design against set of

usability best practises.

• Can be done in 30 minutes

• Can be used to provide usability feedback

in each sprint.

Heuristic Evaluation

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• Identify best practices and trends in the

competitive landscape.

• Can be completed in a day (depending on

research objective).

• Can be used to provide feedback during the

discovery phase.

Quick Competitive Review

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• Quick, low cost, usability testing “in the wild”

• Can be conducted anywhere

• 3 - 5 participants

• 5 - 10 minutes each

• Low - high fidelity prototype

Guerilla Testing

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Can be conducted as soon as the idea is

out of your head

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Low-fidelity prototype Med to High-fidelity

prototype

...with any type of prototype

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How to Plan a Guerilla Test

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1. Identify test goal

Determine what is the purpose of doing

the test.

Example goal statement:“Assess the latest version of the mobile video player.”

Page 33: UX Research in an Agile World

2. Identify target participants

Determine participant characteristics.

Example participant screener:

• Users must own a smartphone.

• Users must access mobile video content at least

once a week.

Page 34: UX Research in an Agile World

3. Identify test objectives

Determine what you’re trying to learn.

What questions are your trying to

answer?

Example test objectives:

• Can users easily and effectively use the video

player?

• Can users interact with the scrubber?

• Do users understand how to share a video?

Page 35: UX Research in an Agile World

4. Create tasks

Create user tasks that will allow you to

assess your objectives.

Example tasks:

• Play a video and view comments

• Share a video

Page 36: UX Research in an Agile World

5. Create scenarios

Create realistic scenarios of when users

may do those tasks.

Example scenarios:

• Let’s say a friend told you about a great comment

Rob Ford made at the end of this video clip. Can

you play the clip and go to the comment?

• You loved the clip and want to send it to another

friend. Can you show me how you would do that?

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6. Prepare the prototype

Create a prototype that can be tested.

Sketches Wireframes Live

site/app

Interactive prototype

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• Rapid Iterative Testing & Evaluation (RITE)

• Developed by Microsoft Games Studio and

Microsoft Research.

• Similar to typical usability testing

• Changes to interface are made as soon as

an issue is identified and a solution is clear.

RITE Method

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• The improved interface is tested with the next user.

• Requires a dedicated researcher, and designer or

developer.

• Used to make design changes in small increments.

• Can be completed in one day or over a few days.

• Key decision makers must observe the test sessions.

RITE Method

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RITE: Process

9amV0.1

Edit 11amV0.2

Edit 1 pmV0.3

Edit 3 pmV0.4

Edit

Final Iteration

User 1 User 2 User 3 User 4

Page 41: UX Research in an Agile World

• Collaborate Rapid Iterative Testing & Evaluation

• Used by Android teams in Google

• 6 research sessions in 2 days.

• Prototype changes between day 1 and 2.

• Stakeholders collaborate in all UX phases.

C-RITE Method

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Collaborative design workshop for

each day.

• Designers demonstrate problem solving skills.

• Engineers solve technical constraints.

• Researchers guide insight interpretation.

• PM gives business and scheduling input.

• Can be repeated weekly.

C-RITE Method

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C-RITE Method

Traditional roles

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Collaboration in C-RITE

C-RITE Method

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C-RITE Process

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Key Take-Aways

• The agile approach of incremental delivery needs

continual design input.

• There’s a fundamental shift in the way we

conduct research in agile projects.

• Narrow scope, faster methods, fewer participants

but frequent testing, and less documentation.

Page 47: UX Research in an Agile World

User research

won’t hold you back

Page 48: UX Research in an Agile World

Any Questions?