Agile is from Mars Usability is from Venus
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1 Agile is from Mars Usability is from Venus Teale Shapcott Brisbane Agile Academy Meetup February 9 th, 2010
2 Teale Shapcott Systems Analyst (Usability) Business Technology
3 The last guy who did not like my presentation
4 Supplier of banking, insurance & wealth management products to over 7 million customers. Australia s 6 th largest bank, 2 nd largest domestic insurance group with 16,000 staff. 450 offices, branches & agencies throughout Australia & New Zealand. Recognised brands: AAMI, APIA, Shannons, Vero, Asteron, Tyndall & GIO
5 TACTICAL STRATEGY Evangelising Usability Technical Playground Defining Tools & Processes Trend & Tech Research Practice Related Activities Expert Evaluations Delivering Funded Projects Design Research Designing future product & Service Experiences Personas & Mental Models Project Focussed Activities UI Guidelines / Design Patterns Interface Coding Standards Standards Guidelines Workshops & Training
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7 usability myths & misconceptions usability would be nice, but we don t have time and it costs too much usability can be achieved by following standards, style guides & design rules.. we can t involve the users in the design because they will change the functionality & scope of the project.. usability testing is the same as UAT system testing.. user interface is just a façade to the finished application users can always just tell you what they want
8 Agile is here to stay. The economic difficulties of the past months have finally put waterfall out of its misery; now more than ever, long requirements phases and vaporous up-front documentation aren t acceptable. Cennydd Bowles Getting Real about Agile Design A List Apart, Dec 2, 2008
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11 End User Focus vs Customer Focus
12 Upfront Design vs Incremental Design
13 Conceptual Prototyping vs Working Prototypes
14 Implementation Independence vs Implementation Dependence
15 Tension is in the air
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17 Scoring goals with shared values
18 People centric values
19 Iterative Design values
20 Iterative Design vs Incremental Design
21 Creative values
22 Delivery values
23 Be an Agile Usability Tribal Leader (don t forget the big stick!)
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25 Business Value Generation & Risk Mitigation CONCEPT INITIATE DELIVER DEPLOY Approx 1 week Approx. 2-4 weeks 2 weeks per Iteration Approx. 2 weeks Aim: Identifying a technical solution at a reasonable cost. Refines & validates the solution. Concept documentation reviewed and refined providing a solid foundation for development. Ongoing Iterative development of working software. Refinement & adaptation of plans from initiate. Rapid and secure transition to the production environment. Deliverables: Focusing Question Business Benefits Cost Benefits Analysis Success Sliders Risk Assessments Issues Register Value Stream Mapping Story Card Identification Story Card Prioritisation Story Card Estimation Release Planning Provision of infrastructure for software production. Development & delivery of high quality working software. Quick & secure deployment of developed software into production or other required environments.
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29 Promotes understanding context as it relates to experiences Highlights inadequacies of pure focus on users, tasks & business goals Provides direction for various UX activities and tasks Allows integration of marketing & design research into technology efforts Enhances user experience by acknowledging motivations & non-task focussed goals. Represents business & technology contexts that enable experience design work.
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33 Customer goals A useful, usable & compelling design is a balance between Customer Goals & End User Goals End user goals Modelling (scenarios, personas)
34 Scope Cost Time Quality Users Team FIXED FIXED FIXED FIXED FIXED FIXED FLEXIBLE FLEXIBLE FLEXIBLE FLEXIBLE FLEXIBLE FLEXIBLE
35 Evaluate Concept Phase Should the project continue to Initiate? Is there further research to be done? Is the solution feasible?
36 Customer goals End user goals Modelling (scenarios, personas)
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38 INVEST (Independent, Negotiable, Valuable, Estimable, Small, Testable)
39 prioritising high-level story cards Must Have Should Have Could Have Won t Have
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41 Evaluate Initiate Phase Assess risks & issues what will be the impacts, have the sliders changed? Is it still feasible to continue?
42 parallel track development
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44 managing feature scale low cost Necessity What are the minimal characteristics of the feature? Flexibility How can the feature be more useful in other situations moderate cost Error Recovery Is this feature safe to use in terms of error recovery? Performance What will make this feature more desirable to use? high cost
45 Usability Testing
46 This is a recall test
47 You have 5 seconds
48 Look at the following screenshot
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50 Please write down 5 things that you remember about the last screenshot
51 resources for usability testing TechSmith Morae - $ Handbook of Usability Testing (Wiley.com or Amazon) Approx: $99.00
52 tonight s takeaways Employ agile usability by minimising differences & leveraging core values. Practice JIT research with a PAC Analysis, this will assist with planning usability activities during the project. Seek to learn about users motivations & goals with a needs analysis survey. Develop personas to conceptually model interactions with scenarios, storyboards & flow diagrams. Use low fidelity wireframes for screen designs Create HTML prototypes of your interface & use as a specification during development / delivery. Use iterations & parallel track development to chunk detailed design work Look patterns in behaviour during usability testing Become an Agile Usability Tribe leader!
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