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24 Hours of UX - Agile + UX: Good, Bad, Ugly
The Always Asked For Slide Deck
tinyurl.com/24HOUX-GBU
User Experience
Professionals
Association (UXPA)
International supports
people who research,
design, and evaluate
the user experience
(UX) of products and
services.
uxpa.org
conference June 21-23,
San Diego, CA
24 Hours of UX - Agile + UX: Good, Bad, Ugly
Bachelor’s degree, Philosophy, 1998
Master’s degree, UX Design, 2018
Agenda
• Why The Good, The Bad, and The Ugly?
• Definitions
• What is Agile?
• What is User Experience Design?
• The UX-er and the Agilist Should Be Friends
• Why Can't We Get Along?
• Attempts at Reconciliation
• The Good, The Bad, and The Ugly of…
• Outside Agency
• "Internal Agency"
• Embedded Team Members
• Summary and Conclusion
• Questions and Answers
The Good, The Bad,
and The Ugly
"The Good, The Bad,
and The Ugly" (in
English)
1966 film directed by
Sergio Leone
Clint Eastwood,
Eli Wallach,
Lee Van Cleef
features one of the all-
time great scores by
Ennio Morricone
Introduction
Where’s everyone from? (poll on Hopin)
I am here
Definitions
What is Agile?
Agile, as defined by my favorite Agilist
… there [is] no unified Agile method. There
never has been, and never will be. Agile is
three things: the name, the values, and the
principles. That’s it. It’s not something you
can do. It’s a philosophy. A way of thinking
about software development. You can’t
“use” Agile or “do” Agile... you can only be
Agile.
James Shore (2021)
source: James Shore, Art of Agile Development v2, “What is Agile?”
That’s Great, James, but really… what is Agile?
• Rely on people.
• Deliver value.
• Eliminate waste.
• Seek technical excellence.
• Improve your process.
source: James Shore, Art of Agile Development v2, “What is Agile?”
Oh and also… Agile usually means
1. Incremental
2. Iterative
What is UX Design?
What is design?
Design, verb:
• To conceive and plan out in the mind
• To devise for a specific function or end
• To draw the plans for
Design, noun:
• Deliberate purposive planning
• An underlying scheme that governs functioning,
developing, or unfolding; pattern, motif
• The arrangement of elements or details in a product or
work of art
source: webster’s Ninth New Collegiate Dictionary (1983)
UX, as defined by the coiner of the term
"User experience" encompasses all
aspects of the end-user's interaction with
the company, its services, and its products.
Distinguish UX from the user interface (UI).
Distinguish UX from usability.
− Usability is a quality attribute with five components (learnability,
efficiency, memorability, errors, satisfaction).
source: Don Norman
Better definitions of UX?
source: Keith Instone, “Spins on UX” (spin.dexterityux.com)
The Vast UX Landscape
source: Darren Hood, 2016
source: Jesse James Garrett, 2000 (jjg.net/elements)
The Elements of UX: Layers
The Elements of UX: Software Interface and Hypertext System
source: Jesse James Garrett (jjg.net/elements)
Linear time from
objectives, then
specifications,
then various
types of design,
and only then
completion …
where have I
heard this
before?
Agile Manifesto, but no UX Manifesto?
Jakob Nielsen's 10 Usability Heuristics (1994)
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, and recover from errors
10. Help and documentation
Source: Jakob Nielsen (nngroup.com/articles/ten-usability-heuristics/)
Closest we have is this….
UX-er, Software Developer, or Other?
• I’m a UX-er (with ‘UX’ broadly defined)
• I’m a software developer / engineer
• I’m neither a UX-er nor a software developer
(use the Hopin polling feature)
The UX-er and the Agilist
Should Be Friends!
UX and Agile Overlap
User
Experience
Agile
User Stories
often recommends
User Needs
User-Centered
Design
recognize importance of
are the focus of
is a part of the larger landscape of
should be best friends with
some Extreme Programming (XP) principles
and roughly analogous UX and Design Thinking concepts
Think
• Informative Workspace
• Root Cause Analysis
• Retrospectives
Collaborate
• Sit Together
• Ubiquitous Language
• Coding Standards
Release
• "Done Done"
Empathize / Define
• pictures everywhere!
• validate assumptions
• Design Review
Ideate
• not done, historically
• Information Architecture
• Design Systems
Prototype (?)
• ???
sources: James Shore (The Art of Agile Development); Interaction Design Foundation
Plan
• Vision
• Release and Iteration
Planning
• User Stories
Develop
• Incremental
Requirements
• Customer Tests
• Simple Design
• Incremental Design
Define / Ideate
• Ideate
• Customer Journey
Mapping
• User Need Statements
Prototype / Test
• not a UXD strength,
historically
• Usability Testing
• Simplicity (Dieter Rams)
• Progressive Enhancement
some Extreme Programming (XP) principles
and roughly analogous UX and Design Thinking concepts
sources: James Shore (The Art of Agile Development); Interaction Design Foundation
Why Can't We Get Along?
So why can’t Agile and UX get along?
UX is historically hostile to Agile, because…
−Alan Cooper was wrong.
−Kim Goodwin was highly influential.
Also:
−Steve Krug was overly optimistic about research.
And finally:
−Jeff Sutherland mortally wounded Agile in 2014.
Alan Cooper
• software designer and programmer
• father of Visual Basic
• founded Cooper, an influential
interaction design consultancy, in 1992
• The Inmates are Running the Asylum:
Why High Tech Products Drive Us Crazy
and How To Restore the Sanity
(originally published 1998)
• Key message: Know your users’ goals
and how to satisfy them. You need
interaction design to do this right.
• Popularized personas as an IxD tool.
Alan Cooper was wrong
The Inmates are Running the Asylum (1998), Chapter 3
"Generally, programmers aren't thrilled about the
iterative method because it means extra work for them.
Typically, it's managers new to technology who like the
iterative process because it relieves them of having to
perform rigorous planning, thinking, and product due
diligence (in other words, interaction design). Of course,
it's the users who pay the dearest price. They have to
suffer through one halfhearted attempt after another
before they get a program that isn't too painful."
Poor Alan! Can you show me on the doll where
the bad software development process hurt you?
Alan Cooper was wrong
Inmates, Chapter 12: Desperately Seeking Usability
"Iteration never creates great products."
Inmates, Chapter 13: A Managed Process
"Getting to the right product is always a matter of iterating.
It always takes several tries to get the details right. With
interaction design done in advance, the number of
iterations it takes can be reduced significantly. There is
enormous cost in each new version of a product, so if you
can reduce the version count from, say, four to two, there
is a lot of time and money to be saved."
LOLWhut?
At least make up your mind!
Kim Goodwin
• VP of Design at Cooper (the company)
• long-time independent consultant
• Designing for the Digital Age (2009)
• “The Bible of UX Design"
• First book to explain how to do a design
project (the way agencies do one,
anyway), in detail: 739 pages!
• Used as a textbook in some UXD
programs.
Goodwin sometimes mocks Agile…
Designing for the Digital Age, Chapter 12: Defining Requirements
"Many software engineers throw up their hands and say
it’s impossible to understand the requirements until you
start building the thing, so we should all just use agile
methods to iterate until we get there. […] The engineers
who think a textual requirements document can never
provide a complete or accurate picture of the eventual
product are also correct; there’s no way to have
stakeholders agree on a complete and accurate list until
they have something to look at. It’s not necessary to
build the product to figure this out, though; it’s cheaper,
faster, and more effective for designers to 'build' the
product in sketches."
… or damns Agile with faint praise
Designing for the Digital Age, Chapter 21: Detailed Design
"Agile methods are most successful with small teams of
skilled engineers who are working on fairly simple
products. These methods fail on large-scale IT projects."
"Agile methods and Goal-Directed Design are similar in
that both involve iterative approaches, small teams, and
an emphasis on frequent communication and visible
work product. For the two approaches to work together,
engineers need to agree that designers have something
important to add, and that it’s best for the design team to
do their own 'iterations' in sketches to reduce the amount
of time wasted on badly articulated requirements before
the first coding sprint begins."
In fairness, Goodwin is on to something here:
Designing for the Digital Age, Chapter 21: Detailed Design
"With the current popularity of agile software engineering
approaches, many designers are being asked to provide
'light' documentation, such as sketches with a few notes. This
can work well if you have an established visual system, a
relatively uncomplicated product, and a small engineering
team working closely with you. However, large or distributed
engineering teams can’t all collaborate closely with you, and
the more engineers there are on a project, the greater the
likelihood of inconsistency in skills, judgment, and
interpretation of loosely defined specs. Less-skilled engineers
are likely to take shortcuts based on what’s easier to code if
there’s any ambiguity in the spec. Any time you don’t have a
very close relationship with the engineers, such as when your
company is outsourcing development, specificity is essential."
Steve Krug
• One of the fathers of discount usability
testing. (Jakob Nielsen is the other one.)
• 25+ years as a usability consultant.
• Owner/Founder of consulting firm
Advanced Common Sense.
• Don’t Make Me Think (originally 2000; 3rd ed.
2014) – “A common sense approach to
web usability.”
• Rocket Surgery Made Easy (2010) – “the
usability testing handbook”.
• To do discount usability testing, you must
regularly talk to people and observe them
using your product.
Steve Krug was overly optimistic
• How often should we do this usability testing thing?
• From "a morning a month" to "a morning every
iteration". Meaning every 1-2 weeks.
• Eek!
• Recruiting people is the killer. You can't move that fast
unless it's someone's full-time job or you outsource.
• And even if you outsource, you still need someone to
coordinate that and interpret the results.
• Remote, unmoderated testing is another approach.
• And you still need someone to interpret the results.
Jeff Sutherland
• Co-creator of Scrum (the concept).
• Founder of Scrum Inc. (the company).
• “He is a West Point graduate, former
fighter pilot, and cancer researcher.”
• CTO of 11 different software companies.
• SCRUM: The Art of Doing Twice the
Work in Half the Time (2014)
• …
• …
• ?!?!
(No, I don’t know why he SHOUTS THE WORD SCRUM;
it’s not an acronym.)
Jeff Sutherland mortally wounded Agile
• As co-creator of Scrum, the dominant flavor of Agile,
Sutherland’s words carry enough weight.
• Agile was never supposed to be about speed.
• Once speed became the driving force, it squeezed out
anything perceived as not speedy… like proper UX design.
(Not to mention proper technical architecture, proper testing, and how to
maintain all that junky code.)
• Hot take: We created the need for DevOps because of
Scrum’s tragic overemphasis on speed.
What CEOs Heard in That Scrum Book Title
blah blah
TWICE THE
WORK = $$$
blah blah
What They Didn’t Hear, But Should Have
Rely on people.
Deliver value.
Eliminate waste.
Seek tech excellence.
Improve your process.
Attempts at Reconciliation
Early Efforts (2003, 2005)
Gary Macomber and Thyra Rauch (IBM),
Adopting Agility at USE 2003. "Described
and sketched out the intertwining of UX and
Development during an Agile process."
Lynn Miller paper presented at the Agile
Development Conference 2005. Mentioned
"interconnected parallel design and
development tracks."
Staggered Sprints (Desirée Sy, 2007)
source: Journal of Usability Studies
2 3
Dual Track Agile (Marty Cagan, 2012)
source: Silicon Valley Product Group blog
The Lean UX Cycle (Gothelf & Seiden, 2013)
image sources: Lean UX / O'Reilly Media; Sidney Harris, sciencecartoonsplus.com
Lean UX User Validation Schedule
image source: Lean UX / O'Reilly Media
Great idea! Turns out it's really hard, though….
Design Sprint (Google Ventures, 2012-2016)
“The iterative process […] relieves them of
having to perform rigorous planning, thinking,
and product due diligence.” – Alan Cooper
The Google Design Sprint Promise
"Working together in a
sprint, you can shortcut the
endless-debate cycle and
compress months of time
into a single week."
Really? That
seems too good
to be true. How
exactly do we
do this?
The Google Design Sprint Operational Details
"On Monday, you’ll map out the problem and pick an
important place to focus. On Tuesday, you’ll sketch
competing solutions on paper. On Wednesday, you’ll
make difficult decisions and turn your ideas into a
testable hypothesis. On Thursday, you’ll hammer out a
high-fidelity prototype. And on Friday, you’ll test it with
real live humans."
"With your team (and your research findings!) in one
place, figure out what you’re going to do next. Usually,
you’ll want to update the prototype to fix some problems,
create a new higher-fidelity prototype, or decide to focus
on a new set of questions and assumptions to tackle.
You’ll almost certainly want to plan another design sprint
to continue designing your product."
Google’s Design Sprint isn't Agile – it's fast waterfall
1. Monday: map out problem; pick place to focus
2. Tuesday: sketch competing solutions on paper
3. Wednesday: make difficult decisions; turn ideas into
testable hypotheses
4. Thursday: create a high-fidelity prototype
5. Friday: test it
• Thereafter:
• update the prototype
• create a new higher-fidelity prototype
• focus on new set of questions and assumptions
• plan another design sprint
What if we draw it in a loop instead?
NN/g puts its finger on a problem (2017)
from "Agile is not Easy for UX" by Page Laubheimer
"The orthodox Scrum process doesn’t work well for UX,
because UX wasn’t originally considered in the Scrum
definition. Scrum is a technology-centric process,
focusing on small, independent units of work (typically in
the form of user stories) that make sense from a
computer-science perspective, but are tricky from a user-
centric standpoint. Users don’t interact only with small
parts of our designs in isolation, they use our products to
accomplish larger goals, and all pieces of our designs
must all work together harmoniously to provide a good
user experience."
source: Nielsen Norman Group (nngroup.com/articles/agile-not-easy-ux/)
At Least It’s Not on Fire? (2018)
from ”Agile UX: It’s Not As Bad As You Think" by Becky Bristol and
Nicole Derr
"As Agile has become the standard working model for
development teams, UXers are, oftentimes grudgingly,
learning to integrate into existing Agile development
teams. But few are exploring how a UX team can use
Agile techniques, and perhaps more importantly an Agile
mindset, to improve team performance and morale. It
turns out that when done right, Agile can help UXers
achieve personal and strategic goals, giving value and
purpose to the problems UX teams face daily."
source: User Experience Magazine (https://uxpamagazine.org/agile-ux/)
Scrum.org gets in the game (2019)
Bridging the Gap Between Scrum, UX, and Design
Practices
Professional Scrum with User Experience (PSU) is a 2-
day hands-on course where students learn how to
integrate modern UX practices into Scrum.
Students will learn UX techniques that work most
effectively with Scrum Teams.
You will learn how to handle design work that may
extend beyond a single Sprint.
source: paraphrased from the Scrum.org course description
AUX3 (Smith, Rauch, and Moyers, 2019)
1
4
1
source: Journal of
Usability Studies
TOTAL 6
Gather user
info for
upcoming
iterations
Design for
following
iteration
Implement
designs
for this
iteration
Forrester Research (2021)
Agile And Design Teams: Better Together
Companies are adopting agile frameworks and adding
designers to their delivery teams to improve digital
experience development efforts. But these two
constituencies don't rely on the same workflow, artifacts,
or ceremonies — and often struggle to find common
ground as a result. This report for experience design
(XD) pros explains how to help these two worlds join
forces to create better together — improving customer
experiences and building a more collaborative,
customer-centric company culture.
source: Forrester Research
UXmatters has the last, depressing word (2020)
Is Focusing on Agile or Lean Damaging the Practice of UX?
Our panelists lament how the goal of speeding up
development devalues UX research and design, leads to
design inconsistencies, and encourages product-team
members to take shortcuts. Agile and Lean’s focus on speed
can also make it more difficult for product teams to keep the
big picture in mind.
[…]
“I rarely find a real quest for agile or Lean UX—or very much
desire for agile or Lean product development. Instead, what I
typically see is a push by business to chase productivity
gains—being cheap and quick at the expense of all else.”
source: UXmatters
How is your company funded?
• It’s a venture-backed startup.
• Any other funding method.
(use the Hopin polling feature)
All These Diagrams Remind Me of Sawblades
UXD model: Outside Agency
agency can
be purely
UXD focused
process
differences
between
agency and
internal teams
fixation on
"comps”
agencies
often own
significant
expertise
contract
negotiation
over customer
collaboration
maximum
separation
between
teams
UXD model: “Internal Agency”
Center of
Excellence
model
spread thin,
thus hard to
build deep
domain
expertise
can lead to
us-vs.-them
mentality
protects UXD
team from
politics
(somewhat)
there’s a
gatekeeper
many of the
weaknesses
of internal
agencies with
few of the
strengths
UXD model: Embedded on Product Team
true cross-
functional
team
UX-er unlikely
to be equally
good at all
aspects of UXD
(vast landscape)
skill level
differences
from team to
team can lead
to jealousy and
work spilling
outside the
team
UX-er can be
overwhelmed
by amount of
work
Summary and
Recommendations
Summary
• Agile and UX should be friends because both
put users' needs at their center.
• But UX's roots include hostility towards and
misunderstanding of Agile.
• Attempts at reconciliation typically propose
parallel tracks and frequent handoffs, which
risks cutting people apart (like a sawblade).
• All UX models (external agency; "internal
agency”; embedded on a team) have strengths
and weaknesses. There’s no perfect solution.
Recommendations
Everyone
• Sit Work together. (Even if “they” don’t let you.)
• Talk to each other!
Designers
• Build design systems, pattern libraries, standards.
• Do UX research and interaction design.
• But don’t promise 2X to 6X amount of work as the
devs in a single sprint.
Developers
• Be willing to refactor. (Iterate!)
• Plan. (Yes, it’s part of Agile.)
Questions and Answers
Stuff to Look At While I Take Questions
Please tell me how valuable this presentation was
using the poll in Hopin.
This Slide Deck
tinyurl.com/24HOUX-GBU
Joshua Randall on…
• email: joshua.randall@gmail.com
• LinkedIn: linkedin.com/in/joshua-edward-randall
User Experience Professionals Association (UXPA)
uxpa.org
References
References
Cagan, Marty. "The internal agency model." Silicon Valley Product Group blog.
2014 September 25. svpg.com/the-internal-agency-model/
Cooper, Alan. The Inmates are Running the Asylum. 2004. Sams.
Dam, Rikke and Siang, Teo. "5 Stages in the Design Thinking Process". 2019
March. Interaction Design Foundation. www.interaction-
design.org/literature/article/5-stages-in-the-design-thinking-process
Design Council. "The Design Process: What is the Double Diamond?"
www.designcouncil.org.uk/news-opinion/design-process-what-double-diamond
Garrett, Jesse James. "The Elements of User Experience". 2000.
www.jjg.net/elements/
Goodwin, Kim. Designing for the Digital Age. 2009. Wiley Publishing.
References
Gothelf, Jeff. "How to build an Agile UX team: the culture." Smashing Magazine.
2011 October 18. www.smashingmagazine.com/2011/10/how-to-build-an-agile-ux-
team-culture/
Gothelf, Jeff and Seiden, Josh. Lean UX. 2016. O'Reilly.
Instone, Keith. “Spins on UX.” 2021. spin.dexterityux.com
Knapp, Jake. Sprint: how to solve big problems and test new ideas in just five
days. 2016. Simon & Schuster.
Krug, Steve. Don't Make Me Think, 3rd edition. 2014. New Riders.
Krug, Steve. Rocket Surgery Made Easy. 2009. New Riders.
Laubheimer, Page. "Agile is not easy for UX." Nielsen Norman Group. 2017
September 24. www.nngroup.com/articles/agile-not-easy-ux/
References
Miller, Lynn. "Case Study of Customer Input for a Successful Product." Agile
Development Conference. 2005.
Müller, Thiago. "Struggling to find the best format for your UX team?". 2018 June
10. UX Collective (Medium). uxdesign.cc/struggling-to-find-the-best-format-for-
your-ux-team-a5cce8000b0b
Naji, Cassandra. "How to build an in-house UX team." Usability Geek. 2017 June
14. usabilitygeek.com/how-to-build-in-house-ux-team/
Nielsen, Jakob. "10 Usability Heuristics for User Interface Design". 1994. Nielsen
Norman Group. www.nngroup.com/articles/ten-usability-heuristics/
Norman, Don and Nielsen, Jakob. "The Definition of User Experience". Nielsen
Norman Group. www.nngroup.com/articles/definition-user-experience/
References
Shore, James. The Art of Agile Development. 2021.
www.jamesshore.com/v2/books/aoad2
Six, Janet M.; et al. “Is Focusing on Lean or Agile Damaging the Practice of UX?”
2020 January 20. UXmatters. www.uxmatters.com/mt/archives/2020/01/is-
focusing-on-agile-or-lean-damaging-the-practice-of-ux-part-1.php
Smith, Carol; Rauch, Thyra; and Moyers, Hannah. "AUX3: Making UX Research
Track with Agile". 2019 March. Journal of Usability Studies.
uxpamagazine.org/aux3-making-ux-research-track-with-agile/
Sy, Desirée. "Adapting Usability Investigations for Agile User-Centered Design".
2007. Journal of Usability Studies. uxpajournal.org/adapting-usability-
investigations-for-agile-user-centered-design/

More Related Content

24 Hours of UX - Agile + UX: Good, Bad, Ugly

  • 2. The Always Asked For Slide Deck tinyurl.com/24HOUX-GBU
  • 3. User Experience Professionals Association (UXPA) International supports people who research, design, and evaluate the user experience (UX) of products and services. uxpa.org conference June 21-23, San Diego, CA
  • 5. Bachelor’s degree, Philosophy, 1998 Master’s degree, UX Design, 2018
  • 6. Agenda • Why The Good, The Bad, and The Ugly? • Definitions • What is Agile? • What is User Experience Design? • The UX-er and the Agilist Should Be Friends • Why Can't We Get Along? • Attempts at Reconciliation • The Good, The Bad, and The Ugly of… • Outside Agency • "Internal Agency" • Embedded Team Members • Summary and Conclusion • Questions and Answers
  • 7. The Good, The Bad, and The Ugly
  • 8. "The Good, The Bad, and The Ugly" (in English) 1966 film directed by Sergio Leone Clint Eastwood, Eli Wallach, Lee Van Cleef features one of the all- time great scores by Ennio Morricone
  • 10. Where’s everyone from? (poll on Hopin) I am here
  • 13. Agile, as defined by my favorite Agilist … there [is] no unified Agile method. There never has been, and never will be. Agile is three things: the name, the values, and the principles. That’s it. It’s not something you can do. It’s a philosophy. A way of thinking about software development. You can’t “use” Agile or “do” Agile... you can only be Agile. James Shore (2021) source: James Shore, Art of Agile Development v2, “What is Agile?”
  • 14. That’s Great, James, but really… what is Agile? • Rely on people. • Deliver value. • Eliminate waste. • Seek technical excellence. • Improve your process. source: James Shore, Art of Agile Development v2, “What is Agile?” Oh and also… Agile usually means 1. Incremental 2. Iterative
  • 15. What is UX Design?
  • 16. What is design? Design, verb: • To conceive and plan out in the mind • To devise for a specific function or end • To draw the plans for Design, noun: • Deliberate purposive planning • An underlying scheme that governs functioning, developing, or unfolding; pattern, motif • The arrangement of elements or details in a product or work of art source: webster’s Ninth New Collegiate Dictionary (1983)
  • 17. UX, as defined by the coiner of the term "User experience" encompasses all aspects of the end-user's interaction with the company, its services, and its products. Distinguish UX from the user interface (UI). Distinguish UX from usability. − Usability is a quality attribute with five components (learnability, efficiency, memorability, errors, satisfaction). source: Don Norman
  • 18. Better definitions of UX? source: Keith Instone, “Spins on UX” (spin.dexterityux.com)
  • 19. The Vast UX Landscape source: Darren Hood, 2016
  • 20. source: Jesse James Garrett, 2000 (jjg.net/elements) The Elements of UX: Layers
  • 21. The Elements of UX: Software Interface and Hypertext System source: Jesse James Garrett (jjg.net/elements) Linear time from objectives, then specifications, then various types of design, and only then completion … where have I heard this before?
  • 22. Agile Manifesto, but no UX Manifesto? Jakob Nielsen's 10 Usability Heuristics (1994) 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors 10. Help and documentation Source: Jakob Nielsen (nngroup.com/articles/ten-usability-heuristics/) Closest we have is this….
  • 23. UX-er, Software Developer, or Other? • I’m a UX-er (with ‘UX’ broadly defined) • I’m a software developer / engineer • I’m neither a UX-er nor a software developer (use the Hopin polling feature)
  • 24. The UX-er and the Agilist Should Be Friends!
  • 25. UX and Agile Overlap User Experience Agile User Stories often recommends User Needs User-Centered Design recognize importance of are the focus of is a part of the larger landscape of should be best friends with
  • 26. some Extreme Programming (XP) principles and roughly analogous UX and Design Thinking concepts Think • Informative Workspace • Root Cause Analysis • Retrospectives Collaborate • Sit Together • Ubiquitous Language • Coding Standards Release • "Done Done" Empathize / Define • pictures everywhere! • validate assumptions • Design Review Ideate • not done, historically • Information Architecture • Design Systems Prototype (?) • ??? sources: James Shore (The Art of Agile Development); Interaction Design Foundation
  • 27. Plan • Vision • Release and Iteration Planning • User Stories Develop • Incremental Requirements • Customer Tests • Simple Design • Incremental Design Define / Ideate • Ideate • Customer Journey Mapping • User Need Statements Prototype / Test • not a UXD strength, historically • Usability Testing • Simplicity (Dieter Rams) • Progressive Enhancement some Extreme Programming (XP) principles and roughly analogous UX and Design Thinking concepts sources: James Shore (The Art of Agile Development); Interaction Design Foundation
  • 28. Why Can't We Get Along?
  • 29. So why can’t Agile and UX get along? UX is historically hostile to Agile, because… −Alan Cooper was wrong. −Kim Goodwin was highly influential. Also: −Steve Krug was overly optimistic about research. And finally: −Jeff Sutherland mortally wounded Agile in 2014.
  • 30. Alan Cooper • software designer and programmer • father of Visual Basic • founded Cooper, an influential interaction design consultancy, in 1992 • The Inmates are Running the Asylum: Why High Tech Products Drive Us Crazy and How To Restore the Sanity (originally published 1998) • Key message: Know your users’ goals and how to satisfy them. You need interaction design to do this right. • Popularized personas as an IxD tool.
  • 31. Alan Cooper was wrong The Inmates are Running the Asylum (1998), Chapter 3 "Generally, programmers aren't thrilled about the iterative method because it means extra work for them. Typically, it's managers new to technology who like the iterative process because it relieves them of having to perform rigorous planning, thinking, and product due diligence (in other words, interaction design). Of course, it's the users who pay the dearest price. They have to suffer through one halfhearted attempt after another before they get a program that isn't too painful." Poor Alan! Can you show me on the doll where the bad software development process hurt you?
  • 32. Alan Cooper was wrong Inmates, Chapter 12: Desperately Seeking Usability "Iteration never creates great products." Inmates, Chapter 13: A Managed Process "Getting to the right product is always a matter of iterating. It always takes several tries to get the details right. With interaction design done in advance, the number of iterations it takes can be reduced significantly. There is enormous cost in each new version of a product, so if you can reduce the version count from, say, four to two, there is a lot of time and money to be saved." LOLWhut? At least make up your mind!
  • 33. Kim Goodwin • VP of Design at Cooper (the company) • long-time independent consultant • Designing for the Digital Age (2009) • “The Bible of UX Design" • First book to explain how to do a design project (the way agencies do one, anyway), in detail: 739 pages! • Used as a textbook in some UXD programs.
  • 34. Goodwin sometimes mocks Agile… Designing for the Digital Age, Chapter 12: Defining Requirements "Many software engineers throw up their hands and say it’s impossible to understand the requirements until you start building the thing, so we should all just use agile methods to iterate until we get there. […] The engineers who think a textual requirements document can never provide a complete or accurate picture of the eventual product are also correct; there’s no way to have stakeholders agree on a complete and accurate list until they have something to look at. It’s not necessary to build the product to figure this out, though; it’s cheaper, faster, and more effective for designers to 'build' the product in sketches."
  • 35. … or damns Agile with faint praise Designing for the Digital Age, Chapter 21: Detailed Design "Agile methods are most successful with small teams of skilled engineers who are working on fairly simple products. These methods fail on large-scale IT projects." "Agile methods and Goal-Directed Design are similar in that both involve iterative approaches, small teams, and an emphasis on frequent communication and visible work product. For the two approaches to work together, engineers need to agree that designers have something important to add, and that it’s best for the design team to do their own 'iterations' in sketches to reduce the amount of time wasted on badly articulated requirements before the first coding sprint begins."
  • 36. In fairness, Goodwin is on to something here: Designing for the Digital Age, Chapter 21: Detailed Design "With the current popularity of agile software engineering approaches, many designers are being asked to provide 'light' documentation, such as sketches with a few notes. This can work well if you have an established visual system, a relatively uncomplicated product, and a small engineering team working closely with you. However, large or distributed engineering teams can’t all collaborate closely with you, and the more engineers there are on a project, the greater the likelihood of inconsistency in skills, judgment, and interpretation of loosely defined specs. Less-skilled engineers are likely to take shortcuts based on what’s easier to code if there’s any ambiguity in the spec. Any time you don’t have a very close relationship with the engineers, such as when your company is outsourcing development, specificity is essential."
  • 37. Steve Krug • One of the fathers of discount usability testing. (Jakob Nielsen is the other one.) • 25+ years as a usability consultant. • Owner/Founder of consulting firm Advanced Common Sense. • Don’t Make Me Think (originally 2000; 3rd ed. 2014) – “A common sense approach to web usability.” • Rocket Surgery Made Easy (2010) – “the usability testing handbook”. • To do discount usability testing, you must regularly talk to people and observe them using your product.
  • 38. Steve Krug was overly optimistic • How often should we do this usability testing thing? • From "a morning a month" to "a morning every iteration". Meaning every 1-2 weeks. • Eek! • Recruiting people is the killer. You can't move that fast unless it's someone's full-time job or you outsource. • And even if you outsource, you still need someone to coordinate that and interpret the results. • Remote, unmoderated testing is another approach. • And you still need someone to interpret the results.
  • 39. Jeff Sutherland • Co-creator of Scrum (the concept). • Founder of Scrum Inc. (the company). • “He is a West Point graduate, former fighter pilot, and cancer researcher.” • CTO of 11 different software companies. • SCRUM: The Art of Doing Twice the Work in Half the Time (2014) • … • … • ?!?! (No, I don’t know why he SHOUTS THE WORD SCRUM; it’s not an acronym.)
  • 40. Jeff Sutherland mortally wounded Agile • As co-creator of Scrum, the dominant flavor of Agile, Sutherland’s words carry enough weight. • Agile was never supposed to be about speed. • Once speed became the driving force, it squeezed out anything perceived as not speedy… like proper UX design. (Not to mention proper technical architecture, proper testing, and how to maintain all that junky code.) • Hot take: We created the need for DevOps because of Scrum’s tragic overemphasis on speed.
  • 41. What CEOs Heard in That Scrum Book Title blah blah TWICE THE WORK = $$$ blah blah
  • 42. What They Didn’t Hear, But Should Have Rely on people. Deliver value. Eliminate waste. Seek tech excellence. Improve your process.
  • 44. Early Efforts (2003, 2005) Gary Macomber and Thyra Rauch (IBM), Adopting Agility at USE 2003. "Described and sketched out the intertwining of UX and Development during an Agile process." Lynn Miller paper presented at the Agile Development Conference 2005. Mentioned "interconnected parallel design and development tracks."
  • 45. Staggered Sprints (Desirée Sy, 2007) source: Journal of Usability Studies 2 3
  • 46. Dual Track Agile (Marty Cagan, 2012) source: Silicon Valley Product Group blog
  • 47. The Lean UX Cycle (Gothelf & Seiden, 2013) image sources: Lean UX / O'Reilly Media; Sidney Harris, sciencecartoonsplus.com
  • 48. Lean UX User Validation Schedule image source: Lean UX / O'Reilly Media Great idea! Turns out it's really hard, though….
  • 49. Design Sprint (Google Ventures, 2012-2016) “The iterative process […] relieves them of having to perform rigorous planning, thinking, and product due diligence.” – Alan Cooper
  • 50. The Google Design Sprint Promise "Working together in a sprint, you can shortcut the endless-debate cycle and compress months of time into a single week." Really? That seems too good to be true. How exactly do we do this?
  • 51. The Google Design Sprint Operational Details "On Monday, you’ll map out the problem and pick an important place to focus. On Tuesday, you’ll sketch competing solutions on paper. On Wednesday, you’ll make difficult decisions and turn your ideas into a testable hypothesis. On Thursday, you’ll hammer out a high-fidelity prototype. And on Friday, you’ll test it with real live humans." "With your team (and your research findings!) in one place, figure out what you’re going to do next. Usually, you’ll want to update the prototype to fix some problems, create a new higher-fidelity prototype, or decide to focus on a new set of questions and assumptions to tackle. You’ll almost certainly want to plan another design sprint to continue designing your product."
  • 52. Google’s Design Sprint isn't Agile – it's fast waterfall 1. Monday: map out problem; pick place to focus 2. Tuesday: sketch competing solutions on paper 3. Wednesday: make difficult decisions; turn ideas into testable hypotheses 4. Thursday: create a high-fidelity prototype 5. Friday: test it • Thereafter: • update the prototype • create a new higher-fidelity prototype • focus on new set of questions and assumptions • plan another design sprint
  • 53. What if we draw it in a loop instead?
  • 54. NN/g puts its finger on a problem (2017) from "Agile is not Easy for UX" by Page Laubheimer "The orthodox Scrum process doesn’t work well for UX, because UX wasn’t originally considered in the Scrum definition. Scrum is a technology-centric process, focusing on small, independent units of work (typically in the form of user stories) that make sense from a computer-science perspective, but are tricky from a user- centric standpoint. Users don’t interact only with small parts of our designs in isolation, they use our products to accomplish larger goals, and all pieces of our designs must all work together harmoniously to provide a good user experience." source: Nielsen Norman Group (nngroup.com/articles/agile-not-easy-ux/)
  • 55. At Least It’s Not on Fire? (2018) from ”Agile UX: It’s Not As Bad As You Think" by Becky Bristol and Nicole Derr "As Agile has become the standard working model for development teams, UXers are, oftentimes grudgingly, learning to integrate into existing Agile development teams. But few are exploring how a UX team can use Agile techniques, and perhaps more importantly an Agile mindset, to improve team performance and morale. It turns out that when done right, Agile can help UXers achieve personal and strategic goals, giving value and purpose to the problems UX teams face daily." source: User Experience Magazine (https://uxpamagazine.org/agile-ux/)
  • 56. Scrum.org gets in the game (2019) Bridging the Gap Between Scrum, UX, and Design Practices Professional Scrum with User Experience (PSU) is a 2- day hands-on course where students learn how to integrate modern UX practices into Scrum. Students will learn UX techniques that work most effectively with Scrum Teams. You will learn how to handle design work that may extend beyond a single Sprint. source: paraphrased from the Scrum.org course description
  • 57. AUX3 (Smith, Rauch, and Moyers, 2019) 1 4 1 source: Journal of Usability Studies TOTAL 6 Gather user info for upcoming iterations Design for following iteration Implement designs for this iteration
  • 58. Forrester Research (2021) Agile And Design Teams: Better Together Companies are adopting agile frameworks and adding designers to their delivery teams to improve digital experience development efforts. But these two constituencies don't rely on the same workflow, artifacts, or ceremonies — and often struggle to find common ground as a result. This report for experience design (XD) pros explains how to help these two worlds join forces to create better together — improving customer experiences and building a more collaborative, customer-centric company culture. source: Forrester Research
  • 59. UXmatters has the last, depressing word (2020) Is Focusing on Agile or Lean Damaging the Practice of UX? Our panelists lament how the goal of speeding up development devalues UX research and design, leads to design inconsistencies, and encourages product-team members to take shortcuts. Agile and Lean’s focus on speed can also make it more difficult for product teams to keep the big picture in mind. […] “I rarely find a real quest for agile or Lean UX—or very much desire for agile or Lean product development. Instead, what I typically see is a push by business to chase productivity gains—being cheap and quick at the expense of all else.” source: UXmatters
  • 60. How is your company funded? • It’s a venture-backed startup. • Any other funding method. (use the Hopin polling feature)
  • 61. All These Diagrams Remind Me of Sawblades
  • 62. UXD model: Outside Agency agency can be purely UXD focused process differences between agency and internal teams fixation on "comps” agencies often own significant expertise contract negotiation over customer collaboration maximum separation between teams
  • 63. UXD model: “Internal Agency” Center of Excellence model spread thin, thus hard to build deep domain expertise can lead to us-vs.-them mentality protects UXD team from politics (somewhat) there’s a gatekeeper many of the weaknesses of internal agencies with few of the strengths
  • 64. UXD model: Embedded on Product Team true cross- functional team UX-er unlikely to be equally good at all aspects of UXD (vast landscape) skill level differences from team to team can lead to jealousy and work spilling outside the team UX-er can be overwhelmed by amount of work
  • 66. Summary • Agile and UX should be friends because both put users' needs at their center. • But UX's roots include hostility towards and misunderstanding of Agile. • Attempts at reconciliation typically propose parallel tracks and frequent handoffs, which risks cutting people apart (like a sawblade). • All UX models (external agency; "internal agency”; embedded on a team) have strengths and weaknesses. There’s no perfect solution.
  • 67. Recommendations Everyone • Sit Work together. (Even if “they” don’t let you.) • Talk to each other! Designers • Build design systems, pattern libraries, standards. • Do UX research and interaction design. • But don’t promise 2X to 6X amount of work as the devs in a single sprint. Developers • Be willing to refactor. (Iterate!) • Plan. (Yes, it’s part of Agile.)
  • 69. Stuff to Look At While I Take Questions Please tell me how valuable this presentation was using the poll in Hopin. This Slide Deck tinyurl.com/24HOUX-GBU Joshua Randall on… • email: joshua.randall@gmail.com • LinkedIn: linkedin.com/in/joshua-edward-randall User Experience Professionals Association (UXPA) uxpa.org
  • 71. References Cagan, Marty. "The internal agency model." Silicon Valley Product Group blog. 2014 September 25. svpg.com/the-internal-agency-model/ Cooper, Alan. The Inmates are Running the Asylum. 2004. Sams. Dam, Rikke and Siang, Teo. "5 Stages in the Design Thinking Process". 2019 March. Interaction Design Foundation. www.interaction- design.org/literature/article/5-stages-in-the-design-thinking-process Design Council. "The Design Process: What is the Double Diamond?" www.designcouncil.org.uk/news-opinion/design-process-what-double-diamond Garrett, Jesse James. "The Elements of User Experience". 2000. www.jjg.net/elements/ Goodwin, Kim. Designing for the Digital Age. 2009. Wiley Publishing.
  • 72. References Gothelf, Jeff. "How to build an Agile UX team: the culture." Smashing Magazine. 2011 October 18. www.smashingmagazine.com/2011/10/how-to-build-an-agile-ux- team-culture/ Gothelf, Jeff and Seiden, Josh. Lean UX. 2016. O'Reilly. Instone, Keith. “Spins on UX.” 2021. spin.dexterityux.com Knapp, Jake. Sprint: how to solve big problems and test new ideas in just five days. 2016. Simon & Schuster. Krug, Steve. Don't Make Me Think, 3rd edition. 2014. New Riders. Krug, Steve. Rocket Surgery Made Easy. 2009. New Riders. Laubheimer, Page. "Agile is not easy for UX." Nielsen Norman Group. 2017 September 24. www.nngroup.com/articles/agile-not-easy-ux/
  • 73. References Miller, Lynn. "Case Study of Customer Input for a Successful Product." Agile Development Conference. 2005. Müller, Thiago. "Struggling to find the best format for your UX team?". 2018 June 10. UX Collective (Medium). uxdesign.cc/struggling-to-find-the-best-format-for- your-ux-team-a5cce8000b0b Naji, Cassandra. "How to build an in-house UX team." Usability Geek. 2017 June 14. usabilitygeek.com/how-to-build-in-house-ux-team/ Nielsen, Jakob. "10 Usability Heuristics for User Interface Design". 1994. Nielsen Norman Group. www.nngroup.com/articles/ten-usability-heuristics/ Norman, Don and Nielsen, Jakob. "The Definition of User Experience". Nielsen Norman Group. www.nngroup.com/articles/definition-user-experience/
  • 74. References Shore, James. The Art of Agile Development. 2021. www.jamesshore.com/v2/books/aoad2 Six, Janet M.; et al. “Is Focusing on Lean or Agile Damaging the Practice of UX?” 2020 January 20. UXmatters. www.uxmatters.com/mt/archives/2020/01/is- focusing-on-agile-or-lean-damaging-the-practice-of-ux-part-1.php Smith, Carol; Rauch, Thyra; and Moyers, Hannah. "AUX3: Making UX Research Track with Agile". 2019 March. Journal of Usability Studies. uxpamagazine.org/aux3-making-ux-research-track-with-agile/ Sy, Desirée. "Adapting Usability Investigations for Agile User-Centered Design". 2007. Journal of Usability Studies. uxpajournal.org/adapting-usability- investigations-for-agile-user-centered-design/

Editor's Notes

  1. "User Experience Design plus Agile: The Good, the Bad, and the Ugly", presented by Joshua Randall during 24 Hours of UX on June 8, 2022.
  2. I want to thank “24 Hours of UX’ for inviting me to present. I am the president of the Cleveland, Ohio, chapter of the UXPA, the User Experience Professionals Association. We are a local chapter of the broader UXPA International which you can reach at uxpa.org – UXPA is the organization that supports people who research, design, and evaluate the user experience of products and services. UXPA International has chapters all over the world and many of them offer online or virtual meetings, so please check them out. In addition you can still get tickets to the UXPA International conference coming up on June 21-23 in San Diego, CA.
  3. Before we get any further let me introduce myself. My name is Joshua Randall and I’m a product designer at RevLocal, which provides digital marketing services for local businesses – we do local search optimization, review marketing, social media, and more. If you’re in the United States and you represent a bricks-and-mortar business please visit us at revlocal.com – shameless plug completed. Talking through my career progression -- I worked as an information technology business analyst for 20 years, mostly at big Cleveland companies: American Greetings, Progressive Insurance, Medical Mutual, and Sherwin-Williams among others. 15 ago I joined an Agile project at Progressive Insurance, and I’ve been an Agile enthusiast ever since. My first love is Extreme Programming (XP), but I am also a Certified ScrumMaster. I started working as a User Experience Designer about eight years ago. And I currently have the title ‘Senior Product Designer’ at RevLocal.
  4. Looking at my educational background, I have a bachelor’s degree in Philosophy from Yale University, which goes to show that you never know where your career will take you. I have a master’s degree in User Experience Design from Kent State University, and I’m now also an adjunct instructor in that program – so the circle of life continues. [next slide]
  5. [go through agenda] This is primarily an informational presentation, not a how-to. I’ll go over some patterns I’ve observed and give you my thoughts on pros and cons, but the nitty gritty how-to is another presentation. Agile and UX Design are both big topics – giant domains of knowledge with multiple points of view. I can only touch on them in the time we have together.
  6. Il Buono, Il Brutto, Il Cattivo or as we say it in English, The Good, the Bad, and the Ugly, is an absolutely fantastic movie. If you ever get the chance to see it on the big screen, do so, because Sergio Leone’s use of the vast widescreen canvas in spectacular. Also it has an instantly recognizable score by Ennio Morricone that is as much a character in the movie as Clint Eastwood, Eli Wallach, or Lee Van Cleef. But this isn’t the film studies talk so you probably want to hear about the good, the bad, and the ugly of agile and user experience design. Throughout the presentation I’ll label certain discussion points as Good, Bad, or Ugly. These are my educated opinions and while you can certainly disagree, think about *why* we might disagree. My goal here is to inspire you to think about things more deeply than surface level disagreements.
  7. This is the section heading slide for the “Introduction”. There’s no actual content on it.
  8. Because UXPA is an international organization and because 24 Hours of UX is also international, I’m curious: where’s everyone from? Use the polling feature in Hopin. We’ll wait a few seconds for people to respond… [talk briefly about the results]
  9. This is the section heading slide for the “Definitions” section. There’s no actual content on it.
  10. This is the section heading slide for the “What is Agile?” section. There’s no actual content on it.
  11. https://www.jamesshore.com/v2/books/aoad2/what_is_agile
  12. https://www.jamesshore.com/v2/books/aoad2/what_is_agile
  13. This is the section heading slide for the “What is UX Design” section. There’s no actual content on it.
  14. The first term we need to define is the D in UXD – design. Here you see the definitions I pulled from the old dictionary I have in my office; I chose that on purpose because its publication date of 1983 predates the modern internet. The key aspect of the word design whether as verb or noun is that design requires intention. Design is not accidental. You can make haphazard or ignorant decisions when designing something, but you are still making decisions.
  15. Norman, Don and Nielsen, Jakob. "The Definition of User Experience". Nielsen Norman Group. http://www.nngroup.com/articles/definition-user-experience
  16. http://spin.dexterityux.com/ My colleague Keith Instone, who’s one of the organizers of “24 Hours of UX” has a presentation he calls “Spins on UX” in which he goes over a variety of definitions of the term. And he points out the the classic Don Norman definition leaves a lot to be desired, because it’s simultaneously too vague and too old fashioned – leaving out services and brands (as opposed to products) as well as organizations.
  17. Another way to answer the question ‘What is UX?’ is to consider the vast landscape that term encompasses. This slide from Darren Hood gives you a sense for how big this domain of knowledge can be. I don’t expect you to be able to read all the small words, but look at the big ones. We can conceptualize UX in 4 main groups. user research, which is the underpinning of all design work information architecture, which is how we organize and label information interaction design & interface design, which encompasses activities like wireframing and visual design; and interaction design: what's on the screen and how people use it - focuses on how people interact with the product (hence the name) - goals, ergonomics, etc. interface design: what those elements look like - proximity, color, negative space, typography, etc. heuristics & usability, which is how we evaluate our designs against best practices or against real-world uses of them
  18. Now that we’ve covered some definitions, I’m curious about you, again Let’s do another quick survey in Hopin – do you consider yourself a UX-er, a software developer-slash-engineer, or something else? [pause, briefly discuss results]
  19. [start at ”Agile”]
  20. Sources Art of Agile Development Design Thinking IDF article https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
  21. Sources Art of Agile Development Design Thinking IDF article https://www.interaction-design.org/literature/article/5-stages-in-the-design-thinking-process
  22. This is the section heading slide for the "Why Can't We Get Along?" section. There’s no actual content on it.
  23. My sarcastic joke here is what I originally wrote. But as thought more about what Alan Cooper wrote, I want to back off from the heavy sarcasm and acknowledge that he touches a nerve when he writes that part of the appeal of the iterative process (that is, Agile) is that is relieves us from the “rigorous planning, thinking, and product due diligence”. That is, Cooper is saying that part of the appeal of Agile is that it claims to remove the need for hard work! Rigorous planning and thinking is hard and time consuming. And the modern day obsession with speed leaves neither time nor energy for thinking and planning.
  24. “Iteration never creates great products.” – wow. Harsh words. And I think demonstrably wrong. Iteration can lead to great products, when done properly. He then later says “getting to the right product is always a matter of iterating” – so at least make up your mind, Alan Cooper. He writes that interaction design can reduce the number of iterations you need to do – and again, as I said on the last slide, if I step back from my deliberate sarcasm, I can acknowledge that doing the hard work of interaction design *can* reduce the *number* of iterations we need. After all, here in 2022, we are not making up web and app interactions from whole cloth the way we were in the 1990s. There are well established patterns and principles to draw upon. But where Cooper goes wrong is when he writes of the “enormous cost in each new version of a product”. That might be true for physical products but it is not true for digital products. And that atavistic fear of iterating your products set UX at odds with Agile from the early days.
  25. Image source: https://www.wiley.com/en-us/Designing+for+the+Digital+Age%3A+How+to+Create+Human+Centered+Products+and+Services-p-9780470229101
  26. Here we have Kim Goodwin mocking Agile and what’s more, mocking the stakeholders within an Agile product: [click] those annoying stakeholders who can’t agree on anything until they have something to look at. [click] Maybe the solution is just start building the thing, and iterate your way to requirements. But when we laugh at this joke it is with bitter laughter because Goodwin is somewhat correct. Many stakeholders do reject any possibility of sitting down to hash out requirements; instead, they push for software to be built so they have something to look at and to play with. In Goodwin’s last sentence [click] she offers the solution which is to use prototypes or sketches. Regardless of how right or wrong we think Goodwin is with these quotes, the point remains that she’s mocking Agile, mocking the stakeholders, and this set a tone for UX designers.
  27. When Goodwin isn’t mocking Agile, she’s damning it with faint praise [click] writing that Agile might work but only if you have skilled engineers working on simple products. [click] Her solution, echoing what she wrote previously, is for the designers to iterate their sketches *before* coding begins. Two super important concepts getting established here: first that the designers work separately from developers; [click] and second that designers do their work before the developers do theirs. Again, from the early days, UX is setting itself apart from Agile.
  28. [click] What can make your Agile project successful is to have an established visual system and a small engineering team working closely with you (the designer). Yes! Absolutely right! That small, dedicated team is supposed to be a prerequisite for Agile to work properly. Problem is, we don’t often get it. Goodwin also writes that [click] ~ . This is undeniably true, part of the variance of human talent and knowledge. She continues, [click] ~ -- haha! Zing! We laugh. But the joke doesn’t go far enough. *All* engineers are likely to take shortcuts, maybe all *people*. That’s human nature. The antidote goes back to strong requirements and that established visual system Goodwin mentioned. But how often do we have either of those things, let alone both? Alan Cooper and Kim Goodwin set Agile and UX at odds with mockery mixed with some biting, true commentary about their difficulties. Those difficulties have been true for 30 years and partly explain why we can’t get along.
  29. Image source: https://www.wiley.com/en-us/Designing+for+the+Digital+Age%3A+How+to+Create+Human+Centered+Products+and+Services-p-9780470229101
  30. It was supposed to be about people. Value. Quality.
  31. Alan Cooper and Kim Goodwin set UX at odds with Agile from the early days. Steve Krug's over optimism promised user research within the iteration on a cadence that UX can't maintain. And Jeff Sutherland insisted that the only thing that matters about Scrum is speed. These are the foundational reasons Agile and UX can't get along.
  32. image source: https://usabilitygeek.com/marrying-user-centered-design-agile-software-development-process-tips-success/ article source: http://uxpajournal.org/adapting-usability-investigations-for-agile-user-centered-design/
  33. Image source: https://www.oreilly.com/learning/integrating-lean-ux-and-agile Article source: https://svpg.com/dual-track-agile/ (for the date) See also Jeff Patton's explanation, https://www.jpattonassociates.com/dual-track-development/
  34. Image source: https://learning.oreilly.com/library/view/lean-ux-2nd/9781491953594/ch04.html Image source: http://www.sciencecartoonsplus.com/pages/gallery.php
  35. Image source https://www.oreilly.com/learning/integrating-lean-ux-and-agile
  36. Source: https://www.gv.com/sprint/ “A shortcut to learning”…[click] this hearkens back to what Alan Cooper wrote in 2004. [click] Nobody wants to learn the hard, slow way; we want to do it the easy, fast way.
  37. https://library.gv.com/the-gv-research-sprint-interview-participants-and-summarize-findings-day-4-3d34792baa3f Later in the book, Google tells you what to do on each day of the design sprint. They end with you testing a prototype with real live humans. Yes! [click] Good! You should absolutely do that, at any level of prototype fidelity. But then it becomes hand-wave-y: [click] just “figure out what you’re going to do next”. [click] Maybe you “update the prototype”… does that translate into changes to your product? [click] Or maybe you “decide to focus on a new set of questions and assumptions”… does that mean you’re done with the previous product? After one week? [next slide]
  38. Which leads to another realization: the Google Design Sprint isn’t Agile – it’s fast waterfall. [click, click, click…] It tells you what to do on each day of the week, and the later activities can’t start until the previous activities are completed. This is just an old-school project manager Gantt chart in new clothing. [next slide]
  39. When I was searching for a diagram to represent how this version of badly done Agile is merely fast waterfall, I came across this absolutely amazing specimen. Here we have the waterfall process on the left, and then on the right we have… exactly the same process but shown in a loop. [click] That doesn’t make it Agile! The point of Agile was to do a little bit of everything with each increment of value, in whatever order made sense. Not to do the same steps, in the same order, but faster and somehow in a circular motion.
  40. Source: https://www.nngroup.com/articles/agile-not-easy-ux/ Here in 2017, Page Laubheimer of Nielsen Norman Group puts his finger on a problem. As he writes, ~~ . He’s absolutely correct. Scrum and Agile user stories are often focused at too granular of a level, on what we would now call a micro interaction, optimizing that tiny piece of functionality but ignoring the user’s overall tasks and goals. It doesn’t do us much good to have a beautifully designed and coded product configuration wizard if the overall experience of shopping on the site is terrible. Let’s call this the ugly truth of modern development. We may be getting better at those micro interactions, but we’re still ignoring the overall experience.
  41. Source: https://uxpamagazine.org/agile-ux/ In 2018 there’s an article in the magazine of the UXPA titled “Agile UX: It’s Not As Bad As You Think.” This reminds me of those jokes people tell in Cleveland, like, “Cleveland: At least we’re not Detroit.” [click] Any time you use the word ‘grudgingly’ you have a steep uphill climb. There is some underlying reason for people’s disgruntlement. We also see the phrase ‘when done right’ which puts me in mind of those late-night college discussions about how Communism would be great ‘when done right’, but those darned real people keep doing it wrong. So if Agile-ized UX only works ‘when done right’ then there’s a serious underlying problem with both Agile and UX. If Agile and UX are too hard for those darned real people to do right, then rather than try to change human behavior (which is extremely difficult), maybe we need to change our approach. I have to pause here to state that one of the authors of this article, Nicole Derr, is a friend of mine; and I have served on a board with Becky Bristol. So I only mock them with love.
  42. Source: https://www.scrum.org/courses/professional-scrum-user-experience-training In 2019, Scrum.org gets in the game with a class on how to bridge Scrum and UX. For clarity, Scrum.org is the *other* Scrum organization, the one created by Ken Schwaber, the other co-creator of Scrum (with Jeff Sutherland). That’s right – just as in many movies about businesses, the real life co-creators of Scrum split up and made rival organizations. In any case: one of the rules of Scrum is ”Thou shalt not have work that extend beyond the Sprint.” [click] So it’s astounding that this course actually acknowledges that design work might have to do just that, extends beyond the Sprint. I say this get a “good” label. Because admitting you have a problem is the first step on the road to recovery.
  43. Source http://uxpamagazine.org/aux3-making-ux-research-track-with-agile/ In 2019 in the Journal of Usability Studies, which is also a publication of the UXPA, these authors present what they call “AUX3 (Agile UX with 3 Tracks)”. As they write, “we propose organizing UX work into three tracks to expose the three different types of work: Learning (research methods such as ethnography), Problem Solving (wireframes, interaction design, and so on), and Execution (visual design, design language development, and so on).” To be clear that’s 3 tracks worth of UX work. None of this is development work, so it’s unlike dual-track Agile in that regard. Let’s look closer at what the UX team is promising to do in each iteration…. [click through]
  44. Source: https://www.forrester.com/report/Agile+And+Design+Teams+Better+Together/-/E-RES152595# Forrester Research makes an important point in this January 2021 research report: that we have two different disciplines with different cultures. If Agile and UX were different tribes of people, we would *expect* them to clash precisely *because* of their lack of shared artifacts and ceremonies. In human society, tribes of people have come together, adopted each other’s customs, and created a new blended culture. But that takes a long time, and both Agile and UX are relatively immature disciplines on a human scale. Think of it this way: many of us here are old enough that in our lifespans, we were working before either Agile or UX was invented. It could be multiple more generations before our tribes blend successfully.
  45. Source: https://www.uxmatters.com/mt/archives/2020/01/is-focusing-on-agile-or-lean-damaging-the-practice-of-ux-part-1.php Finally, and this it the only one of my sources that is not in chronological order simply because it is the definitive summation – UX Matters in 2020 asked a panel of experts the question “Is focusing on Agile or Lean damaging the practice of UX?” The answer was a resounding “YES”. [click] The panelists mention “shortcuts” – exactly what Alan Cooper warned us about. They lament the “focus on speed” – exactly what Jeff Sutherland brought about with his Scrum book subtitle. And they note how it’s “difficult for product teams to keep the big picture on mind” – exactly as Page Laubheimer of the Nielsen Norman Group stated. [click] One of the panelists states that he doesn’t see much actual Lean or Agile *at all*, just a chase for productivity gains at the expense of all else. If you’d like to be even more depressed, seek out this article and read both parts of it.
  46. To take our minds off that depressing article, let’s do another poll. [launch it] The reason I ask this question is that many of the methods I’ve discussed, these attempt to reconcile Agile with UX, come out of the United States West Coast venture capital culture. Sometimes explicitly as in the case of Marty Cagan’s Silicon Valley Product Group, and sometimes implicitly as in the case of Lean UX. But the vast majority of us do *not* work for venture-backed startups. And the vast majority of all startups fail. So why are we emulating them? What is it about otherwise rational businesspeople in stable, non-venture-backed business, that makes them want to be something they are not? Food for fought.
  47. As I wrap up this section – many of the recommendations in these articles show a back-and-forth handoff of work from the Agile team to the UX Designer, or some kind of intertwined sprints, separate for each discipline. What else makes those V shapes and is used in a back-and-forth motion? A saw. And like using a sawblade to cut through wood, keeping your Agile and UX design teams separate is going to end up cutting your organization apart. Cutting you off from truly delivering a great user experience, rather than merely optimizing for speed and micro interactions.
  48. This is the section heading slide for the “Summary and Conclusion”. There’s no actual content on it.