Liquidnet

[info]lanehalley


Interaction Design Ramblings

Notes from the field


Agilepalooza: Visual Artifacts for Agile Teams
Liquidnet
[info]lanehalley
October 30, 2009 I attended Agilepalooza in Natick MA. The event was hosted by VersionOne. This was an openspace event, so the participant created and hosted the agenda. I wanted to talk about UX stuff so I proposed a talk "Visual Artifacts for Agile Teams." Here are my notes from the talk.

To start the talk, we did a silent brainstorm and collected topics for our backlog. I wrote out two posters that said "What is Working?" and "What are our Challenges?" to collect our comments. After that, the talk was fairly free form. As we ran down on a topic, we went to the backlog to see what else we wanted to talk about.

What are our Challenges?


The group identified a lot of challenges related to keeping everyone informed about the evolving product UI

1. Changes to mockup not communicated to QA, who test the wrong behavior
2. Marketing says "change this" to one developer, how does rest of team know?
3. Team decides to change product, how do you estimate impact of UI changes?
4. Going to code too soon. Failing to visualze and validate the user experience. 

What's Working?

Visual artifacts help keep the team focused on a shared product concept.

two kinds of visual artifacts
Product mandate: mission, scope, dependencies, agreements
Product look and behavior: sketches, storyboards, scenarios, user models

Integrate UX person into scrum team, attend standups, work with developers (50%-%100 works)
Get lightweight. Draw over printouts of existing visual design, rather than modify the source
When showing design concepts to people, don't ask "do you like it?" ask them to perform tasks so you understand what they can do and can't do.
Different artifacts for envision and construction phases of projects.

High res, Low res

We also got into a good discussion about the uses of low res and high res sketches and prototypes

Use of low res or high res depends on what you're trying to do. You can use high res during envisioning to help people imagine what it could be like, you can also use low res during envisioning to encourage people to participate in co-design.

Low res
More sketchy, observer can project/imagine
Easier to show to subject mater experts who can imagine what could be happening
Harder to show to managers and end users
Can be technology agnostic.

Hi res
Can be specific about look, information and behavior
More real, observer is responding
Easier to show to managers and end users who aren't good at imagining interactivity
If using for construction, you need to understand/take into account the technology platform so as to not waste effort creating things you can't build

Team Activities

At the end of our talk, we discussed some techniques you can use with your team to co-create visual artifacts and do visual problem solving

Design studio

Product box

We also talked about how scenarios can relate to user stories. In the early phases, a scenario can be a single story "buy house" later on, the scenario grows more specific and contains many user stories that define more specific activities.

It's good to have larger scenarios in your backlog before you break them down as they act as a placeholder you can keep in the back of your mind while you work on other things.

There are some photos of the event on flickr too.





Design Studio Workshop - Instructions and Timing
Liquidnet
[info]lanehalley

What’s a design studio workshop?

A design studio workshop is a creative exercise that helps a group of people explore concepts and build shared understanding of a problem. Working from a shared context, individual team members sketch solutions to a problem, discuss them as a group, and then iterate concepts to improve them. The outcome of a design studio is a deeper understanding of a problem space, and a starting point for deeper discussion about the elements of the right solution.

The objective of a design studio is to explore the problem space and generate ideas. We may not necessarily produce a complete solution in one meeting. Feel free to explore crazy ideas and have fun!

Mature drawing skills are not required to participate! All that’s required is a willingness to participate.

How does it work?

This session 90 minutes, remind the participants to please arrive promptly so we can get started together. 

Introductions (5 minutes)

Review timing for workshop
Arrange group into teams
Set context by reviewing persona and scenarios
(note: you need to create the context prior to this meeting, best if the team already knows this material)

Individual Drawing (20 min)

Each person creates rough storyboards that illustrate the scenarios.
Feel free to use paper, pens, stickies, tape and scissors. Get creative!

Presentation in groups (15 min)

Within your group, each person explains their solution to the group.
During this time, the other people can take notes, but there’s no conversation/comments/questions
The group is responsible to get through all concepts in the allotted time.

Discussion in groups, record feedback (15 min)

Each team discusses all the concepts one at a time.
Comments are in the form “This part is working because…” or “I don’t see how Sandy would accomplish this….”
Record comments on each individual sketch (stickies are helpful for this)
The group is responsible to get through all concepts in the allotted time.

Converge, redraw new concept as group (20 min)

Elect a person to draw the group concept
Each team collaborates to produce a concept sketch that represents the best direction produced by their group.Note: sometimes this new concept may include elements from several concept sketches, other times the group converges around one concept.

Presentation ( 15  min)

The last 15 minutes, each group presents their converged sketch to the other group.
During this phase, capture any issues or comments about unsolved issues, areas for further exploration/research, et

Congratulations! You’ve now completed a design studio workshop!


Home