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10 Lessons Learned from Integrating Interaction Design and Agile Development
1. 10 Lessons Learned from
Integrating Interaction Design
and Agile Development
Tiago Silva da Silva
(@tiagosdasilva)
Milene Selbach Silveira
Frank Maurer
Wednesday, 7 August, 13
2. 10 Lessons Learned from
Integrating Interaction Design
and Agile Development
Tiago Silva da Silva
(@tiagosdasilva)
Milene Selbach Silveira
Frank Maurer
Wednesday, 7 August, 13
3. Tiago Silva da Silva
Frank Maurer
Milene Silveira
Wednesday, 7 August, 13
4. Agile from the IxD
standpoint
Agile has openly declared that it is opposed
to big design upfront, which sounds like a
criticism of design
As a result, many Designers go into defensive
mode, believing that design will be
compromised
Wednesday, 7 August, 13
5. IxD from the Agile
developer standpoint
Developers go into a defensive mode
because they think Designers spend too
much time designing up front
Wednesday, 7 August, 13
6. Agile vs. Interaction
Design
• Different approaches with regards to the
allocation of resources in a project
• Iterative
• People (customer/user) centered design
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7. Goal
To present lessons learned during the
construction of a framework for integrating
Interaction Design and Agile Development
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8. Role Individuals
Project Manager/
Scrum Master
1
Product Owner 1
Technical Leader 1
Developer 2
Tester 2
Interaction
Designer (shared) 1
Role Individuals
Individuals
Business Owner 1 1
Product Leader/
Product Owner
1 1
Scrum Master 1 1
Developer 4 6
Tester 1 1
SEO 1 1
Interaction Designer 1 1
Graphical Designer 1 --
Multiple-case study
C1 C2
Research Method
PA PB
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9. • Data collection
• Observations
• Interviews
• Data Analysis
• Open and Focused Coding
Research Method
Multiple-case study
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12. “We don't have much time to work up front.Then we try
to do at least something up front, and it seems to be
working” [C2-UXB]
“We have a Sprint 0, pre-production” [C2-PLA]
“We don’t need to design everything up front” [C1-UX]
Wednesday, 7 August, 13
14. “It’s tricky to UX people to code” [C1-UX]
“Once the product is defined, I prototype it in two or
three weeks. Paper prototype to communicate between us
and some HTML to present to directors.” [C2-UXB]
Wednesday, 7 August, 13
16. “Internal studies... new people and old people from inside
the Company (...) With real users just at the final stages of
the project.” [C1-UX]
“As we have a set of users (database of volunteers), we can
call them and carry out some focus groups.We have 4
different personas with them.” [C2-UXB]
Wednesday, 7 August, 13
18. “We put UX criteria as acceptance criteria at the User
Stories, or we reference the behavior of the interface in a
sequence of wireframes.” [C2-UXA]
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22. “We should work at least one sprint ahead of the
development team.” [C1-UX]
“Me and UX work one sprint ahead of the rest of the
team.” [C2-PLA]
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24. 1
Use Sprint 0 to Research and Design
something upfront.
Wednesday, 7 August, 13
25. 1
Use Sprint 0 to Research and Design
something upfront.
Collaborative Discover
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26. 2
Prototype and evaluate iteratively,
regardless of the chosen technique or
tool.
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27. Paper prototyping might not be so
efficient, mainly when the teams are
distributed.
3
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28. 4
Use lo-fi prototypes, but digital ones
rather than on paper. It depends on the
Designer’s skills/background.
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29. 5
Lo-fi prototypes frequently help to
improve the communication between the
development team and Designers.
However, sometimes they are not
sufficient to communicate design
decisions to stakeholders.
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30. 6
Perform user testing with internal users.
This is a reasonable practice, but keep in
mind that they may not be your end users
(potential problems).
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31. 7
Keep a database of ‘design partners’,
which consists of having a database of
potential users who are partners available
to carry out user testing.
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32. 8
Set UX issues as acceptance criteria in
the User Stories, preferably enriched with
prototypes.
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