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UX Research in the Agile Cycle

You'll learn:

- How to run the right research on tight timelines
- How to plan research while still designing
- How object-oriented UX can improve the Agile process

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UX Research in the Agile Cycle

  1. 1. UX Research in an Agile Development Cycle 26 April 2017 Ed Hertzog Sr. UX Engineer Georgia Spangenberg Sr. Researcher
  2. 2. #OOUX Georgia Spangenberg Sr. UX Researcher Ed Hertzog Sr. UX Engineer
  3. 3. #OOUX Discussion Points How to run research on tight timelines How to plan research while still designing How object-oriented UX can improve the Agile process
  4. 4. #OOUX Agile as in… From our frame of reference (at Intuitive) Project-based (e.g., websites versus product/software development) Typically 2 or 3-week design & development sprints (can range from 6 weeks to 6 months)
  5. 5. #OOUX IN CONTEXT PAST PRESENT FUTURE
  6. 6. #OOUX THE PAST
  7. 7. #OOUX LINEAR AND ATOMIZED TRADITIONAL PROCESS 01 02 03 RESEARCH DESIGN DEVELOPMENT
  8. 8. #OOUX RESEARCH DEFICITS TRADITIONAL PROCESS Puts focus on user in up-front research phase: lack of user focus in later phases Conceptual and discovery research too early, during abstract phase Research is de- prioritized because it impacts delivery of product
  9. 9. #OOUX DESIGN DEFICITS TRADITIONAL PROCESS Interactive focus - lacks opportunities for abstraction Atomized focus on interaction before data Voice of user can be lost
  10. 10. #OOUX IMPLEMENTATION DEFICITS TRADITIONAL PROCESS Developers see little interest in research phase (not relevant to their needs yet) “Whisper down the lane”
  11. 11. #OOUX WHAT IS THE PROCESS REALLY LIKE? PROCEDURAL DESIGN & PROGRAMMING
  12. 12. #OOUX How have we moved beyond that?
  13. 13. #OOUX THE PRESENT
  14. 14. #OOUX A shift in mindset.
  15. 15. #OOUX A SHIFT IN MINDSET Research engaged throughout the project; all disciplines use sprints to deliver value. Research is a design and development tool for creating a “user-center designed” product. Abandon the assembly line process, research doesn’t have to impact timeline.
  16. 16. #OOUX THE GOAL As a researcher, I want to get to findings & insights (quickly), so that we can get to a good design (quickly). USER-CENTERED DESIGN
  17. 17. #OOUX RESEARCH & SPRINTS Who? Research, Design, Dev, Clients What? Informing or Evaluating When? As often as needed throughout sprints USER-CENTERED DESIGN
  18. 18. #OOUX What’s it look like?
  19. 19. #OOUX THE AGILE TRINITY RESEARCH DESIGN DEV
  20. 20. #OOUX SPRINT SPRINT SPRINT RESEARCH DESIGN DEVELOPMENT
  21. 21. #OOUX A CASE STUDY PROJECT BACKGROUND Challenge Website redesign to create a dedicated experience for advisors Establish a new look and feel to communicate launch of new brand Leverage and re-architect existing content Timeline 6 month timeline / 8 Sprints (3 wks each) Deliverable Working prototype that demonstrates new user experience and key workflows with usable code
  22. 22. #OOUX THE SPRINT ROADMAP Purpose Design the vision. Concept Design & Develop the framework. Feature sets Design & Develop the workflows.
  23. 23. #OOUX 5 PRACTICES FOR AGILE RESEARCH The Research Protocol The Observation Guide The Post-Testing Debrief The “Report” The Refactoring Sprint
  24. 24. #OOUX THE RESEARCH PROTOCOL Study Goals Document the objectives for the study. Key Tasks Document what’s being tested
  25. 25. #OOUX THE OBSERVATION GUIDE Observation guide to keep observers on task What are we testing? What did you observe?
  26. 26. #OOUX THE POST-TESTING DEBRIEF Protocol Outline Handout Study Goals Key Tasks Organized Discussion What worked What worked but needs tweaks What didn’t work Requires data analysis
  27. 27. #OOUX THE “REPORT” Study Goals What worked What worked but needs tweaks What didn’t work Other important findings
  28. 28. #OOUX THE REFACTORING SPRINT Research Detailed analysis, looping in design, dev, and clients if anything changed since the debrief. Start planning the next set of research. Design & Development Iterate based on research findings, begin next feature set.
  29. 29. #OOUX SPRINT0 SPRINT1 SPRINT2 SPRINT3 SPRINT4 SPRINT5 SPRINT6 SPRINT7 RESEARCH DESIGN DEV RESEARCH to inform to evaluate
  30. 30. #OOUX SPRINT0 SPRINT1 SPRINT2 SPRINT3 SPRINT4 SPRI RESEARCH DESIGN DEV
  31. 31. #OOUX STAKEHOLDER INTERVIEWS IN-DEPTH USER INTERVIEWS TECH ASSESSMENT COMP SPRINT0 Week3 Week4Week1 Week2 SPRINT1 RESEARCH DESIGN DEV
  32. 32. #OOUX FRAMEWORK DESIGN NT COMPETITIVE ASSESSMENT Week3 Week4 Week6Week5 Week7 RESEARCH SYN USABILITY TESTING SPRINT1 SPRINT2 MVP DEVELOPMENT PTH USER RVIEWS
  33. 33. #OOUX SPRINT0 SPRINT1 SPRINT2 SPRINT3 SPRINT4 SPRINT5 SPRINT6 SPRINT7
  34. 34. #OOUX LEARNED IN THIS PROCESS What are we researching? Lead the process. What are we changing? Own the discussion. What does it mean to be agile? Be ready for change. THE ROLE OF THE RESEARCHER
  35. 35. #OOUX CURRENT PROCESS Assumes and relies upon close physical proximity of teams Assumes and relies upon hyper-communicative team members Not necessarily scalable when utilizing geographically remote teams
  36. 36. #OOUX How can we iterate on this process?
  37. 37. #OOUX THE FUTURE
  38. 38. #OOUX A change in mindset.
  39. 39. #OOUX Object-Oriented UX #OOUX A change in mindset.
  40. 40. #OOUX OOUX ORIGINS Dave Collins (1994) Designing Object-Oriented User Interfaces Sophia Voychehovski (2015) http://alistapart.com/article/object-oriented-ux
  41. 41. #OOUX OOUX Place object design before interaction design. Place data before logic. Abandon the assembly line micro-process.
  42. 42. #OOUX PROCEDURAL
  43. 43. #OOUX PROCEDURAL vs.
  44. 44. #OOUX PROCEDURAL vs. OBJECT ORIENTED
  45. 45. #OOUX WHY DO WE WANT TO DO THIS? So we can think about the entire system in line with real-world objects in users’ mental model, not digital-world actions. We don’t go to a web site because we want to search, filter, or check-out. We go to a web site because we want a plane ticket. We want relationships. We want food. We want a book. We want things.
  46. 46. #OOUX You might be thinking, this all sounds great, but we have a lot of invested in Agile. We have user stories, we have workflows, we have a minimal viable product we need to produce in a few weeks. What does that all mean? BUT WE’RE SO INVESTED IN AGILE!
  47. 47. #OOUX Start with a discrete “object”, which can have associated “actions” and “adjectives” associated with it. OOUX & “THINGS” Example: Object: Coin Verb: Rate Adjective: Year
  48. 48. #OOUX As a user I can view numerous coins so that I can rate each coin. As a user I can add/edit/delete comments for each coin and sort by date posted. As a user I can view the properties of each coin, so that I can see what the current average rating is, as well as view the year, mint, type, obverse and reverse image and see who the user is who originally uploaded the coin. THE USER STORY Noun, Verb, Adjective, Metadata
  49. 49. #OOUX 1. Nouns are objects 2.Verbs are methods of objects (CTAs) 3.Adjectives are properties of objects 4.Collection of adjectives are metadata 5.Find relationships between objects 6.Find dependencies between objects 7.Code before wireframes (!) Object Mapping More on Sophia Voychehovski’s Object Mapping process http://rewiredux.com/ooux
  50. 50. #OOUX Another Example: Researcher is planning usability testing, gives developer a list of workflows to build into prototype.
  51. 51. #OOUX So, what’s the problem? 1. Vaguely defined pages that reflect only the researchers mental model of it (not design or dev) 2. Sentence fragments instead of user stories 3. No clear delineation between page and action or relationship between them 4. No URLs referenced which can be confusing for developers who likely just came onto the project
  52. 52. #OOUX Reframed as an OOUX: Researcher is planning usability testing, gives developer a list of workflows to build into prototype.
  53. 53. #OOUX So, what’s different? 1. Object State: Workflows are collections of related objects 2. Clear Identifiers: Each object has a clear ID, the team has the same understanding of that object and which workflows utilize an object 3. Color Coding: Colors distinguish objects and CTAs (adopted from OOUX object mapping*) 4. Colloquial Naming: Each object state has one to ease communication 5. URLs: Each object state has one making it easier for all team members to locate assets *for more on OOUX object mapping: Object-Oriented UX by Sophia Voychehovski http://alistapart.com/article/object-oriented-ux
  54. 54. #OOUX THE EFFECT OF OOUX ON PROCESS? Research, then design, then development vs. Research and design and development
  55. 55. #OOUX SPEAK THE SAME LANGUAGE
  56. 56. #OOUX …about this idea? …what role research and design play in defining objects? …other challenges we should solve for? WHAT DO YOU THINK?
  57. 57. #OOUX THANK YOU Ed Hertzog ed.hertzog@ey.com edhertzog@gmail.com Georgia Spangenberg georgia.spangenberg@ey.com georgiaspangenberg@gmail.com

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You'll learn: - How to run the right research on tight timelines - How to plan research while still designing - How object-oriented UX can improve the Agile process

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