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Collaborative user experience design in agile development Anu Ramaswamy ([email protected]) Empatica Systems Facilitating Collaborative Design

Designing in an agile development

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From a talk that I gave on collaborative design in an agile environment

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Collaborative user experience design in agile development

Anu Ramaswamy ([email protected])

Empatica Systems!Facilitating Collaborative Design

anuramaswamy
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Create a shared understanding of the user

-­‐  It  helps  to  create  visual  models  of  users  and  share  them  across  team  members  in  all  loca4ons  

-­‐  When  offshoring  product  development  ensure  that  you  create  an  empathy  for  the  user  in  the  offshore  team  

Use internal releases to validate User Journeys

-­‐  Visualize  evolu4on  of  the  user  interface  across  mul4ple  internal  releases  

-­‐  Storyboard  the  user  experience  once  every  2-­‐3  itera4ons  (4  to  6  weeks),  and  showcase  the  user  journey  in  those  itera4ons  

Collaboratively sketch the interactions

-­‐  Use  collabora4ve  design  sessions  (like  collabora4ve  sketching)  as  oKen  as  you  can–  try  to  include  both  users  and  developers  while  sketching  

-­‐  Sketch  interac4ons,  not  user  stories  

Validate key design guidelines with mockups

Hi-­‐fi  mockups  can  help,  but,  for  limited  purposes:  -­‐  To  establish  UI  

paQerns  for  global  naviga4on  elements  early  in  the  project  

-­‐  As  a  basis  for  valida4ng  UI  architecture  

-­‐  Assessing  the  need  for  visual  assets  

Let’s not get too attached to this thing though!

Do RITE with lo-fi prototypes to keep up!

-­‐  Quickly  steer  away  from  high  fidelity  prototyping  to  enable  Rapid  Itera4ve  Tes4ng  and  Evalua4on  of  design  

-­‐  The  only  design  that  maQers  from  now  on  is  the  one  in  the  real  product!      

Tools that do the trick

Get religious about usability testing

-­‐  You  only  need  3-­‐5  people  tes4ng  every  itera4on  

-­‐  Hallway  tes4ng,  guerilla  tes4ng,  remote  tes4ng,    anything  is  beQer  than  nothing  

-­‐  Broadcast  usability  test  session  recordings  and  results  to  the  team  –  upload  videos  and  results  for  offshore  teams  to  see  

Practice Pull – with team and with users

q  Design decisions made between designers and stakeholders

q  Mockups that are difficult to update

q  Tolerance to lack of usability testing

q  Visual design show cases too early in the project

q  Designs built collaboratively with users and developers

q  Designs that are easy to update

q  Usability testing becomes a culture

q  Visual design elements layered in at the right time