how do you build the right thing? -...
TRANSCRIPT
How do you build the right thing?
Experience design in practice
Part 1: The Case of the Disappearing Design Phase
Exploring common approaches and their
adaptations from real-‐world projects
PERSPECTIVES
Share this ebook.
Share this ebook:© 2013
Contents
2
Introduction 3
The case for Design 4
Finding the time for design -- Ben Melbourne 5
Agile and UCD -- Darius Kumana and Jon Dickinson 9
Lean UX and Rapid Innovation -- Riley Graham 12
Evolution of Visual Design - A Workflow -- Matt Copeland 15
In Summary 18
About the authors 19
Be in this ebook 20
Share this ebook:© 2013
Introducing our musings on Experience Design
3
Adam Monago,VP Digital Marketing, ThoughtWorks
From computers to cars, design has returned to the
forefront of building great products. Many will
argue that it never went away. But for those of us in the trenches of software design, the last decade
has been marred by too many projects doomed by
customers brainstorming themselves a feature-rich
mess.
Today, the Lean Startup is in fashion and Agile has become a comfortable pair of shoes. Successful
software design today can be characterized by
integration, iteration and interaction.
Integration as in the true sense of the phrase
'continuous integration', where developers integrate their code multiple times a day to flesh
out kinks. We must do this with our designs as well.
Iteration means we don't get it correct the first
time; we plan for a product that's minimum viable
and expand from there.
Interaction represents how we work with our
customers and in turn how we would like them to
experience our product.
ThoughtWorks embraced Agile development early-
on in its life, as it allowed us to focus on rapid delivery of value to our customers.
Over the years, we have expanded our kit-bag to
include research and contextual inquiry, facilitation
and game storming. These tools help us manage a demanding customer.
The "internet of things" has placed an additional
demand on our people; The nature of many web
and mobile products being built today includes
software but also extends beyond it. It includes handheld devices, original content and artwork.
Production involves a cast of many teams with
specialized skills. Products are intended to be used
at work and at home. Building them has become
less about developing features and more about designing experiences.
This eBook is first in a series of three and tries to
answer the question “Where did the design phase
go?” It collects a series of essays from
ThoughtWorks designers around the world who are addressing product design challenges head-on by
fusing agile development practices with the
disciplines of interaction design. Within the
following volumes, we will focus on the ‘Designer’s
Toolkit’ and ‘Embracing Constraints’.
We hope you enjoy the first installment.
Share this ebook:© 2013
The Case of the Disappearing Design Phase
4
Share this ebook:© 2013
When I first started working in an Agile
environment I was excited to have finally reached
the land of opportunity. I was well aware of the problems with Waterfall. The big-upfront design
phases, painful stakeholder reviews, having to
endlessly review and revise wireframes, countless
annotations explaining every microscopic detail,
disconnect between developers and User Experience (UX). I thought all these problems would
magically disappear with Agile - developers would
become my best friends, my wireframes wouldn’t
need to be minutely detailed, no more double digit
document version numbers, my designs might get launched in the same year I created them.
However, I soon realized that these things don’t just
happen automatically. Agile opens up an exciting
new way of working for designers, but it also
presents a new set of challenges. To experience the benefits, I had to adjust the way I worked. These
are some of the challenges I’ve faced and
adjustments I’ve learnt to make to my UX practice
along the way.
Challenge #1: No time to explore ideas and find innovative solutions With Agile, dedicated design time becomes a
precious commodity. The traditional user-centered
design approach - taking the time to conduct in-
depth user research, analyze and document them, and then design an extensive solution is an
expensive luxury that is rarely affordable.
It’s hard to take the time when a team of
developers is waiting for to you to finish so they can start.
Challenge #2: Time spent exploring ideas is a “waste” when you’re trying to be Lean.The traditional creative process involves playing
with designs and seeing where they lead. More often than not, the designs get discarded, but the
learnings fold back in to the overall solution.
Once you start to embrace Lean way of thinking,
taking the time to play around with different
options, only to discard them can feel like your deliberately “wasting” time.
This “test and learn” approach is actually a core
part of Agile, but we have to do it in a different way.
“Finding the time for design”
Ben, User Experience and Interaction Designer
5
Stop, I need to explore
more ideas!
Ways to fit the creative exploration process into your Agile process. And produce better results for it.
(continued...)
Share this ebook:© 2013
Challenge #3: Getting out of the deliverable business.Our traditional approach of producing shiny, all-encompassing deliverables doesn’t work with Agile.
Not only is time scarce, but the documents are
usually out-of-date before you finish them. On the
flip side, it’s not just a matter of producing lots of
low-fidelity prototypes to hand over to developers. There can still be communication breakdowns.
Adjusting our practiceAll of these challenges can be overcome, with some
adjustment to our practices to get the most out of
the Agile process. We need to focus on the value we
deliver, and not just the output. We’ll find that it actually improves our ability to create awesome
experiences. These are some of the ways I’ve learnt
to adjust my practice to be a better designer.
Adjustment #1: UX as a facilitator, not just a designer.Change the way you see your role in the team. Let
go of control of every little detail and empower our
team. We need to become an information radiator,
not the sole source of knowledge. Give everyone
the knowledge required to build a great product that meets the needs of your target audience.
Adjustment #2: Design as a continuous activity.Make design an ongoing activity, not just a phase. Agile UX isn’t just about breaking our activities into
small chunks, i.e. mini-waterfall. It’s about changing
our approach and how we work.
Other fields are embracing the “Continuous”
approach. Product management is adopting Lean Startup - launching a Minimum Viable Product
(MVP), testing and proving a proposition, then
continuing to evolve it. Development teams are
using Continuous Delivery to enable regular
software releases (daily, not a few big releases a year) thus reducing feedback cycles, testing and
learning rapidly.
We need to change our approach to embrace these
benefits - shorten our feedback cycles, learn quickly,
find out what experiences work and build on them.
As designers we need to embrace this approach to “continuous” improvement.
6
(continued...)
Use your UX skills to take the team on a journey of understanding and empathizing with the user
We need to use prototypes as a communication tool,
not just a deliverable. We need to get out of the deliverables business.
“Finding the time for design”Ways to fit the creative exploration process into your Agile process. And produce better results for it.
(...continued)
Share this ebook:© 2013
Adjustment #3: Do just-enough, just-in-time.Just-in-time design does what it says on the tin.
Don’t try to do everything upfront, as change is relentless. If you do too much upfront, the
requirements will probably change by the time you
get your designs out there. Make decisions at the
last responsible moment.
Tools and TechniquesThese are some tools and techniques I’ve been
using to make these adjustments to my practice.
Collaborative design workshopsCollaborative design workshops involve getting
both the stakeholders and the team in a room and
sketching out their ideas about what the product
should/could be. You then put it all up on a wall where everyone can contribute to it. This
“sketchboard”, is great to kickstart projects and
inform the story writing process. The sketches can
also quickly be turned in to prototypes to test and
validate the team’s ideas.
Use Iterations to shorten your feedback loopsEach iteration allows us to design and build
something new. Quickly turning design ideas into
working code, and thus shortening the feedback
loop. The functioning ideas can then be tested and
improved. No more waits for months/years to see if our design works. We can do it immediately.
Co-LocationProblems throwing things over the wall? There
shouldn’t be one in the first place. Co-locate
yourself with and become part of the development team. Multidisciplinary teams working in the same
place sharing ideas is a key principle of Agile. Don’t
waste time typing emails when you can have a quick
conversation. Developers and designers want to
work together and learn from each other. Co-location naturally allows for this to happen.
Sketchboard -‐ a lightweight shared vision of the product
7
Start by sketching a vision, then figure out the details as you go.
“Finding the time for design”Ways to fit the creative exploration process into your Agile process. And produce better results for it.
(continued...)
(...continued)
Share this ebook:© 2013
Design WallsAs details start to emerge, turn your Sketchboard
into a Design Wall. Fill in the details of your vision as you go. Claim space alongside the Project team’s
card wall. Put out wireframes and visual designs on
the wall and radiate details of the UX design.
Lightweight production Do just enough, just in time. Do not aim to capture every detail upfront. Capture just enough, and then
have a conversation. Sometimes a paper sketch is
enough, sometimes a hi-fi mock is required. It is the
conversation that is important. The closer you can
get to designing in code the better.
Conducting lightweight research Bring user feedback into the team as often as you
can. Go guerrilla - run three sessions every Friday,
or every iteration. Make it easy for the team to
watch. Capture your findings on Post-it notes, not in
PowerPoint. Often you can put the findings into action right away. Especially if the team is still
working on the feature.
Add usability fixes to the backlog If you can’t act on usability fixes straight away,
become part of the Agile process and prioritize usability fixes like everything else. Write up stories
for them and add them to the backlog. The product
owner can make an informed decision about
whether to prioritize them, or build something new.
This helps avoid the tension of designers trying to squeeze small fixes into the workload in an
unstructured way.
Creating great experiencesSome of these Agile ideas are not too dissimilar to
existing UX techniques. Often they just have a different name to what we usually call them. Some
principles can be easily applied to the design
process, with just a bit of willingness to learn and
adapt.
As designers, Agile provides us some great lessons and opportunities to work in better ways. At the
same time we can add value to the process as well.
Our ability to visually communicate ideas and share
a vision helps drive the process and provide a
customer focus which can often be lost in the mix of delivery activities.
They key goal is have an entire team collaborating
together, finding ways to combine their skills and
talents together to create great experiences.
8
“Finding the time for design”Ways to fit the creative exploration process into your Agile process. And produce better results for it
(...continued)
Share this ebook:© 2013
The agile software development movement has
made huge improvements in reliability when
delivering software, increasing return on investment, and reducing the risk of building
software. However, in a world of iPhones and
Google apps, this may no longer be enough.
People are beginning to expect more from
software. They expect it to work, intuitively and hassle free, as if it were built just for them. As users
become more computer savvy, they have a better
understanding of how they expect programs to
behave. More often than not, users know what they
want to achieve. Any software that hinders them from efficiently achieving their goals will quickly be
replaced. This is particularly true with Internet-
based applications where a viable alternative is only
a web search away.
There is no doubt that to continue to provide value
for our customers, we must continue to apply the
principles of the agile development philosophy. But, in order for our software to be truly successful in
the eyes of its biggest critics, we must endeavor to
adopt a more user-centered approach.
What is User-Centered Design (UCD)?UCD can be applied to the design of anything that has a user—from mobile phones to kitchens. When
integrating UCD with agile practices, we apply it to
software development. With agile development, the
primary measure of progress is related to working
software. Once you adopt a user-centered philosophy, this is no longer the whole story.
Unlike agile, UCD is not focused on the customer—
it is centered on the end-user. Furthermore, from a
UCD standpoint, software is incidental; what is
important is that end-users can easily and efficiently achieve their goals—with or without
software.
Why do we need User-Centered Design?There are a number of benefits that arise when
advocating a user-centered philosophy. User-based research provides a mechanism against which
design decisions can be validated and tested.
Evidence-based decisions mean that guesswork is
minimized. What to build becomes much less of a
matter for debate. More importantly, by keeping a product’s end-users at the heart of its design and
development process, the end result is far more
9
(continued...)
“Agile and UCD”Core values of embracing change and responding to customer feedback make Agile and User Centered Design (UCD) a natural fit.
Darius, Head of Experience Design
Jon, ThoughtWorks Alumni, now Director of Innovation at Equal Experts
Share this ebook:© 2013
likely to be useful, usable, and meaningful.
The era of feature-centric development is coming to
an end. Consumers are beginning to realize that more features do not always mean a better product.
In the current maturing marketplace, quality of
experience is far more likely to be a product
differentiator than number of features--think
iPhone vs. Nokia or Wii vs. PS3.
UCD provides a way to engineer these quality
experiences. As such, it empowers development
teams to create products and solutions that are
competitive in today's discerning market. By
embracing a UCD philosophy, one could argue (as Peter Merholz does in "Experience Is the
Product" [1]) that we should not just create
products and services—we should aspire to build
better overall experiences where the value (both
quantitative and qualitative) to all concerned is obvious.
Commonalities Between UCD and Agile A striking but sometimes overlooked similarity
between agile and UCD is that both are often
fundamentally misunderstood to be methodologies—magical, step-by-step recipes that you can follow
to guarantee project success. In fact, agile and UCD
are both philosophies.
There are different methodologies that implement
the agile philosophy: XP, Scrum, the Crystal family,
etc. There are also several interpretations of UCD.
User experience (UX) aficionados can learn from the
way products and experiences are created by the likes of Adaptive Path, Cooper, Apple, Shedroff,
Morville, Spool, Nielsen, and Norman. While the
specific methods are very different, the underlying
philosophies are undeniably similar.
Both agile and the UCD philosophies are iterative; they progress in small steps providing opportunities
for verification and refinement along the way.
The Conflict Between UCD and Agile There is a history of conflict between agile
developers and UX designers. Agile software development is predominantly a developer-led
philosophy, while UCD is, in many organizations,
championed by creatives. There will always be a
healthy, natural tension between these left-brained
and right-brained individuals.
If we examine the principles behind the agile and
UCD philosophies, then we are much more likely to
find tangible issues that can be addressed to
facilitate agile developers and UCD practitioners
working together to create quality software and robust user experiences, rather than falling back on
the age-old argument that developers are from
Mars; designers are from Venus.
To better understand the disconnect, let's compare
some of the principles of the Agile Manifesto that cause conflict with the UCD philosophy:
10
(continued...)
(...continued)
“Agile and UCD”Core values of embracing change and responding to customer feedback make Agile and User Centered Design (UCD) a natural fit.
Share this ebook:© 2013
The Agile Manifesto focuses directly on providing value for the customer, whereas UCD champions the end-user—the idea being to create software that users "cannot live without." By delivering such intuitive software we cannot fail to deliver knock-on value to our stakeholders.
The concern here is the definition of working. The aim of this Agile principle was to get development teams out of the mindset that creating a lot of design documentation before writing code was helping to meet the project deadline. The goal of a software development project is to produce functioning software, not UML diagrams. With UCD, software that simply works is a secondary measure of progress. Much more important is whether the software helps users achieve their goals.
Agile development calls for early delivery of the software to the customer. This is not synonymous
with releasing to end-users. The customer's public
release strategy can be entirely separate from this
process. Early delivery to customers allows beta tests
or usability trials to be performed and the customer to realign his priorities based on the findings. If we
release too early to the market, the end-user
experience could be poor or worse.
For example, in 2005, the early release of handsets
touted as "feature complete" and "bug free" cost the mobile phone industry $4.5 billion: "One in seven
mobile phones are returned within the first year of
purchase ... 63% of the devices being returned are
done so without fault." "Most of these issues may be
addressed through stringent device testing and usability modeling prior to the launch of the mobile
device." [2]
Common Issues When Integrating UCD and Agile
Design without constraints When the design of a system is created with users and customers but without regular feedback from a development team, there is significant risk of a design being proposed and approved when no onehas any idea of how long it will take or how much it will cost to implement. When the estimate does come in, and it’s far above the amount expected,
Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.
. —Agile Manifesto
11
“Agile and UCD”Core values of embracing change and responding to customer feedback make Agile and User Centered Design (UCD) a natural fit.
(...continued)
(continued...)
The equivalent UCD principle might read:Our highest priority is to help create an experience for end-users where they can achieve their goals easily and efficiently with minimal disruption to their mental model of the problem space.
Working software is the primary measure of progress.. —Agile Manifesto
The equivalent UCD principle might read:The satisfaction of end-user needs (user goals) balanced with the achievement of business goals is the primary measure of success.
Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale.
. —Agile Manifesto
Share this ebook:© 2013
it is understandable that the customer will feel let
down by the development team. To compound the
problem, the design team will often be frustrated that the only way to deliver the software within the
real budget will be to "water down" its design. As
stated in the Agile Manifesto: Business people and
developers must work together daily throughout the
project. In this context, it is often considered that the UCD practitioners would operate as part of the
customer team [3] to help drive the direction of the
product.
Validate with real-world usage UCD is an iterative process that calls for designers to validate and refine their design regularly. While the
design is being created, many techniques are used
to perform this validation that provide value through
quick and short feedback loops. Despite this, we
maintain that the design of a successful user experience cannot be completed without feedback
from people using the real system. This is where we
get benefit from the Agile principle: Our highest
priority is to satisfy the customer through early and
continuous delivery of valuable software.
To be able to perform and respond to this level of
validation, it is necessary to have the design team
integrated with the development team to run the
tests and modify its design based on the findings.
Handover is the enemy of understanding Whenever one team is responsible for creating
something it will hand over to another team, there is
a risk that the receiving team won’t understand the
theory or mental model behind the item. This is a
common problem even when the two teams have
similar backgrounds, but it is compounded when the teams have very different skill sets and
backgrounds, as is the case with development and
design teams. When designers want developers to
implement their ideas, it is not enough to pass on
screen shots or scribbles. There must be a shared understanding of the problem domain and the
theory describing the reasons why certain decisions
have been made. Like the Agile Manifesto says: The
most efficient and effective method of conveying
information to and within a development team is face-to-face conversation.
No time to iterate A common flaw, articulated by both Alistair
Cockburn [4] and Jeff Patton [5], is that on an agile
development team people forget to iterate, or at least forget to plan to iterate. It is quite common for
an agile software development team to forget that
the point of all the feedback is to allow customers to
inspect and verify the features that they have
requested. The result is that it comes as a shock to the customer that valuable features must be
postponed when a recently implemented feature
needs to be iterated over again.
When taking a user-centered approach to agile
development, it is critical that we make time to iterate so we can respond to user feedback without
pushing out features that we have told the
customers they will receive.
12
(...continued)
(continued...)
“Agile and UCD”Core values of embracing change and responding to customer feedback make Agile and User Centered Design (UCD) a natural fit.
Share this ebook:© 2013
There are a couple of strategies to manage this: Take
a percentage of your initial estimate and add it to
the schedule, or consider Alistair Cockburn's approach of creating three cards for user rights [6]
by planning the implementation and two additional
iterations of each story.
However you solve this problem, the first step is
recognizing that while providing shorter feedback loops to the customer and users is valuable, it
doesn't count for much if we don't plan to get the
benefit from the feedback we receive. Keep in mind
the importance of the agile principle that says we
should: Welcome changing requirements, even late in development. Agile processes harness change for the
customer's competitive advantage.
Divided responsibilities; divided teamsAgile developers often focus more on the delivery of
software than on valuable software. Following the "you aren't gonna need it" [7] mindset, agile
developers run the risk of just developing the
minimum of what they are asked without actively
taking the responsibility to volunteer information
regarding alternative approaches to the product owner or UCD practitioner. We must actively
challenge the mindset of divided responsibility --
"You spec and design it; we'll build what you spec."
Everyone should work toward the shared vision of a
successful experience.
The flip side of this is the UCD practitioner or
product owner is not actively seeking collaboration
from the development team and, therefore, not
being aware of the technical constraints upon the
proposed design. This is addressed by the agile
principle: Business people and developers must work together daily throughout the project.
Conclusion
In today's marketplace, experience is king. In the
eyes of end-users, what makes software great is
their perceived experience. So how do we build great software? As one would expect, there is no magic
formula.
Not only does agile provide us with tangible software
sooner, but it also provides the transparency and
constant feedback against which we can validate and steer decisions. UCD can help us remain focused on
the goals, frustrations, and desires of our end-users
A successful combination of these two philosophies,
while sometimes painful for the practitioners
involved, will result in the creation of product experiences that provide the "wow" factor to
captivate the discerning users of today’s market.
{end}
References: [1] Experience IS the Product...and the only thing users care about
[2] 'No Fault Found' returns cost the mobile industry $4.5 billion per year
[3] Twelve emerging best practices for adding UX work to Agile development [4] Incremental versus iterative development
[5] The Neglected Practice of Iteration
[6] Three cards for user rights [7] You Arent Gonna Need It
13
“Agile and UCD”Core values of embracing change and responding to customer feedback make Agile and User Centered Design (UCD) a natural fit.
(...continued)
Share this ebook:© 2013
“Lean UX and Rapid Innovation”
14
A fatty analogy to explain the benefits of lean User Experience (UX)
Riley, User Experience consultant
Earlier this year, I worked for a client, in a start-up
environment, who needed extensive user research
to validate their product concept and bring it to market. We conducted lean User Experience (UX)
research continuously throughout the development
process and quickly took the product to market.
The results of our research were incredibly
significant. A lean UX process helped us validate business goals, identify market needs and afford
opportunities for innovative change.
As an exampleLet me explain how the process might have worked
for a media group publishing digital content.Enchanting Tales, a start-up media group within a
larger enterprise, was looking to build a new
product. They owned their own content, which was
incredibly competitive in the market and quite
valuable to the company. Through market research and business initiatives, they had identified an
opportunity for the creation of a product that
would present their content and act as its
distribution vehicle to customers. This opportunity
opened doors for user experience research and lean UX methods that would let them quickly
deliver product innovation.
What is lean UX?The goal of UX design is to create a seamless
experience for users. Many different methods and processes support this goal. They are highly
dependent on the development environment, but
the ultimate objective for a UX designer is to
understand and support users’ needs. This end
certainly justifies the means. For a UX designer,
there are two approaches to UX research and design: lean and fat.
I’ll use the concept of body mass to help explain
this. There are two aspects of a healthy body mass:
• Fat mass: A healthy human body requires
6%-25% of body fat for men; 12%-30% of body fat for women. The human body uses good fats
for energy, to protect organs from injury,
cushion the skin, and build myelin, which makes
it possible for nerve cells to fire electrical
messages to think, see, speak, and move.
• Lean mass: This comprises everything else
except fat—bones, organs, and muscle.
In summary, a human being has a healthy body
mass when fat mass is low and lean mass is high.
Why does any of this matter and how does it relate to lean UX? As body mass comprises both fat and lean mass,
UX comprises fat and lean UX approaches.
• Fat UX ApproachesYou can think of fat UX approaches in the same way that you think of fat mass in the human
body. Fat approaches are healthy for user
experience and integral to the viability of the
overall product. As fat body mass builds myelin
to help the body to function, fat UX approaches build deliverables to support a product’s
longevity. Their output is high-fidelity prototypes,
(continued...)
Share this ebook:© 2013 15
wireframes, pixel-perfect comps, large
requirements documents, and other design
deliverables. While these support the product-development process and are often necessary,
they are only a part of the creation of a user
experience.
• Lean UX ApproachesSimilar to lean body mass, lean UX approaches are less about creating deliverables and more
about delivering a user experience. Lean UX
approaches involve the creation of low-fidelity
prototypes, concepts, maps, internal validation,
usability tests, and plenty of design and development iterations. These are necessary,
even essential, but discrete from the user
experience itself.
So, while UX designers use both fat and lean UX
approaches, since the end goal is ultimately the rapid innovation of great, healthy user experiences,
that end justifies only a minimal amount of fat in a
superlatively lean process.
The Story of lean UX at Enchanting TalesFor Enchanting Tales, lean UX was essential to get their product to market quickly. They wanted the
new service to house their published magazine
content and upset the market in a way that kept
them competitive within their product’s market
space. The product team had plenty of ideas aboutwho its users might be and what they might want,
providing a starting point for the project.
They needed to generate cheap, but valuable ideas
quickly, so the team had to conceptualize,
communicate, develop, and test quickly.
Once we had conducted a contextual inquiry and
aggregated the available marketing research, we
developed personas. We then focused our research
on the first area of knowledge that Enchanted Tales
defined as a business goal. Our goal was to provide data to users in multiple facets.
After conceptualizing solutions with the business,
we wanted to learn about the market response, so
we sketched a low-fidelity prototype. We used this prototype to test the concept with users in the
marketplace and learned that data organization
was very important to them.
“Lean UX and Rapid Innovation”A fatty analogy to explain the benefits of lean User Experience (UX)
(continued...)
(...continued)
Share this ebook:© 2013 16
During our interviews, (part of a contextual inquiry
where anthropologists and researchers visited
users in their natural environment), we experienced users categorizing different types of
information from the magazine to facilitate better
understanding.
Using our lean UX process to iterate on our
prototype, we then validated the business goal of providing data to users in multiple facets. Our low-
fidelity prototype categorized the following
overarching data types: articles, videos, and photos,
displaying them on multiple device types through
responsive web design. Once usability testing had validated this business goal, we developed our UX
design solution. It met the needs of users by
organizing data effectively and fulfilled the business
goal by segmenting data, then providing it to users
in multiple facets.
Once the development team had developed the
actual code, using an Agile process, we went back
out to test the build with users. On our second go-
round, we learned that users tended to access the
website from multiple devices. Therefore, while they were pleased with segmented content, the
site’s information architecture did not sync with
their mental model of the magazine. Users were
looking for content, not by type, but by date of
publication.
Luckily, our lean UX process afforded us the ability
to sketch a revised low-fidelity prototype and
validate it in the marketplace with real users, then provide the results to the team.
We were able to redesign the information
architecture, while also remedying problems in the
responsive design that may have caused some
usability issues during our first round of testing.
Using lean agile practices, the development team
was able to code our latest designs quickly for a
new round of testing and validation.
ConclusionTo get an innovative product to market quickly and efficiently, it is best to employ a lean UX approach
during each iterative development cycle because it
lets you validate business goals and identify market
needs and provides opportunities for innovative
change.
For Enchanted Tales, a lean UX approach validated
the business goal of providing data to users in
multiple facets, identified the fact that the
organization of magazine content is incredibly
important to users, and through iterative UX design and development, enabled this startup to stay
ahead of the curve, while discovering what might
come next.
Originally published on UXMatters, [January 07, 2013]
“Lean UX and Rapid Innovation”A fatty analogy to explain the benefits of lean User Experience (UX)
(...continued)
Share this ebook:© 2013 17
Matt, User Experience Designer
“Simplistic” Waterfall
“Realistic” Waterfall
A seemingly simple process? If you’ve designed in a waterfall workflow, you know that it actually looks more like:
• Designers and business communicate via documents - a very slow way to work.
• Designers spends hours building their visual language in a Photoshop document (PSD).
• A series of stakeholders spend lots of time on email to create a thick-document of feedback on the designs.
• Repeat (for weeks/months) until the stakeholders are happy with a picture of their website-to-be.
• Business finally delivers documents and requirements to development.
As designers never speak to developers prior to User Acceptance Testing (UAT), they have one shot at
communicating via documents. This means time lost writing, refining and digesting books of documentation.
Post that, as developers moves PSDs into visual assets, more translation time-consumers emerge - typefaces not suitable for web, non-normal blending in gradients, specific image treatments, inconsistent colors due to color-
pickers. As do “short-cuts”, like image-sprites cut from PSDs to save developers the hassle of fully translating PSD
into a Cascaded Style Sheet (CSS), which leads to technical debt and future problems (think retina screens.. and
beyond retina). (continued...)
Visual design workflow deltas from waterfall→landslide→agile→lean
“Evolution of Visual Design- A Workflow”
Share this ebook:© 2013 18
Visual design workflow deltas from waterfall→landslide→agile→lean
Landslide (version 1)
Progression of “landslide” (fake-agile). This is better than waterfall, but it still lacks pairing of the designer and
developer. It is common for teams to practice landslide without even knowing it. At least they are trying.
Agile (101)
Finally pairing!
• The designer creates the PSD. The key being that the PSD is piecemeal, not a comp.
• Brings the PSD to pair with the developer.
• Developer and designer pair on translating the PSD.
• Future proofing is discussed.
• Knowledge share / culture share can finally happen. Developers learn more about design principals used and
designers learn more about how to execute their designs in the final medium.
“Evolution of Visual Design- A Workflow”
(continued...)
(...continued)
Landslide (version 2)
Share this ebook:© 2013 19
Lean (version 1)
(...continued)
This is fast
• Live changes to production code are the first and final medium.
• The designer and developer work in the final medium.
• The designer can tweak and polish on a consistent basis as their efforts are the final product.
• Icons, illustrations, and graphics are made as needed.
• Surprises are non-existent. You see how it looks in the browser now.
• Translation issues like non-normal blending methods for colors are non-existent.
• Feedback rounds result in modified stylesheets. No need for more documentation. Time and money is saved.
This is faster.
• Both are skilled as designers and developers.
• One of the pair may have stronger developer skills, the other may have stronger visual skills.
• Why two of them? Always pair. Never design in a silo.
• The team executes their ideas directly in code.
• No wasted time/money/documentation.
Visual design workflow deltas from waterfall→landslide→agile→lean
“Evolution of Visual Design- A Workflow”
Lean (version 2)
Share this ebook:© 2013
Stay tuned for Part 2: The Designer’s Toolkit
20
Share this ebook:© 2013
Ben Melbourne
User Experience and Interaction Designer. Researcher. Design Thinker. Ideator. Collaborator. Visual Thinker. Sketcher. Agile Believer. ThoughtWorker. Sharpie sniffer. Killer of trees, one post-‐it note at a time.
I am a ThoughtWorks UXDesigner who specializes in creative direction, mobile and visual design.I like to muck around in stylesheets, write sass pattern libraries, and develop apps in rails and iOS.
I lead the Experience Design practice for ThoughtWorks Europe. I’m a massive advocate of Lean UX and disruptive innovation. I love engaging at a senior level and changing the way companies both work and think. I am interested in people: both their over-‐arching experiences as they interact with digital media products; and the nuances of culture, interaction, and behavior cultivated within the teams of people charged with the creation and delivery of those experiences.
I am an author, speaker… essentially a loud-‐mouthed pundit on the topic of software development. I’ve been working in the software industry since the mid-‐80’s. My main interest is to understand how to design software systems, so as to maximize the productivity of development teams.
I am an author, speaker… essentially a loud-‐mouthed pundit on the topic of software development. I’ve been working in the software industry since the mid-‐80’s. My main interest is to understand how to design software systems, so as to maximize the productivity of development teams.
Darius Kumana
Matt CopelandRiley Graham
I am an Experience Design (XD) software consultant with ThoughtWorks. I believe XD needs to be involved throughout the Agile process, and I’m passionate about using methods like contextual inquiry, user research, experience maps and sketch to code to keep the UX love going strong. A personal goal of mine is to keep up with the constant XD evolution, help to enact changes I am passionate about, and spread the word in the XD community.
I previously worked at ThoughtWorks, and am now director of innovation at Equal Experts. I organize the CodeKen conference which gives curious developers opportunities to find out more about interesting technologies. I also organize the DeNormalised conference that is focused on helping technologists make sense of the explosive growth in NOSQL and Big Data technologies.
Jon Dickinson
Be in this ebook.
Tell us your story.We’d love to hear it. Email us your take on Experience Design and if it is interesting we’ll include it in this ebook
Email Us
22
Share this ebook.
Agile Project Management
Get the team togetherAgile workers talk often andwelcome change. Mingle creates ashared space to make quickdecisions and track details, evenwhen the team can’t be together.