Agile
Agile
AGILE
What is Agile
History
Currently main stream
Agile manifesto 12 principles
Waterfall vs XP
Goals of Agile
Necessity
Example
Myths
Integrate UX inside Agile
Tips for UX practitioners
Problems
WHAT IS AGILE
Agile SE development methods describe the problem simply in terms of small, distinct pieces, then implement
Constantine calls regression testing until it all works. As a result, the next iteration always starts with something
that works.
Small releases are delivered to the customer after each short iteration, or development cycle
HISTORY
The Psychology of Computer Programming Gerald Weinberg, 1971
2.
The Mythical Man Month, Fred Brooks, 1986
3.
Scrum, Ken Schwaber, Mike Beedle, 1986
4.
PeopleWare, DeMarco & Lister, 1987
5.
Borlands Software Craftsmanship, 1994
6.
Dynamic Systems Development Methodology, 1994
7. Crystal Methodologies, Alistair Cockburn, 1997
8. Feature Driven Development, Jeff DeLuca, 1998
9. Adaptive Software Development, Jim Highsmith, 2000
10. Extreme Programming, Kent Beck, 2000 (origins in 1996)
1.
Scrum
Extreme Programing (XP)
Kanban
1/3
2/3
developers
7. Face-to-face conversation is the best form of communication
(co-location)
8. Projects are built around motivated individuals, who should
be trusted
3/3
design
10.Simplicity
11.Self-organizing teams
12.Regular adaptation to changing circumstances
WATERFALL DEVELOPMENT
UpFront (BDUF).
CUSTOMER STORY
SE SPRINT
NECESSITY:
Monthly payment
Balance transfers from other credit cards
Adding new credit cards to an account holders account
Closing out an account
And the like
E-cart
Customers feedback
Return or replace item
Track package
Recommendations
experience
Users, user activities, and the user interface are not part of the mix
many customer representatives are not also users
has no room for ideation in design
there is a risk of piecemeal results
no shared vision of broader conceptual design
UX Philosophies
PROTOTYPES
development.
2. Align User Center Design (UCD) practice with business
goals.
3. Model in collaborative work sessions.
4. Heat up communication.
5. Radiate information.
subsequent decisions.
8. Align user goals with business goals.
involvement.
17.Avoid pipelining by working in the past, present, and
future.
18.Build a holistic process.
TO BE COMPATIBLE WITH
THE AGILE SE SIDE OF DEVELOPMENT, UX METHODS MUST:
be lightweight
emphasize team collaboration and require co-location
include effective customer and user representatives
adjust UX design and evaluation to be compatible with SE sprint-based
incremental releases by switching focus from top-down holistic design to
bottom-up
features design
include ways to control scope
PROBLEM
if you are talking only about functional software and not the
design, are not a good thing for users, who cannot be expected
to track the continuous changes.
Users should be able to do more, but not necessarily change
SOURCES
Hartson, R. and Pyla, P. (2012). The UX Book: Process and Guidelines for Ensuring a Quality User Experience
Agile 101
http://agile101.net/2009/09/08/the-difference-between-waterfall-iterative-waterfall-scrum-and-lean-in-pictures/
Kanban and Scrum - making the most of both
http://www.infoq.com/minibooks/kanban-scrum-minibook
Kanban kick-start example
http://www.limitedwipsociety.org/tag/kanban-board/
http://www.xprogramming.com/xpmag/whatisxp.htm
http://www.agilemanifesto.org/
http://www.poppendieck.com/
3 Lffler, Marc. 7 Agile Myths. The Agile Zone. 29 Jan, 2013. Web.
QUESTION