My (somewhat) complete notes from the Agile UX Virtual Summit 2017 conference on June 13-16.
- “Design Sprints: How to Solve Problems and Test Ideas in 5 Days”
- “Building a Design System: A Practitioner’s Case Study”
- “Great UX in an Agile World at Bloomberg”
- “A Guide to User Story Mapping”
- “Design Sprints: A Non-Google Approach”
- “Agile Prototyping Best Practices”
- “Increasing User Empathy in Agile Teams: Q&A Session”
- “Design Spikes for an Agile Process”
- “Participatory Design: Bringing Users Into Your Process”
- “Faster Usability Testing in an Agile World”
- “Replacing Requirements With Hypothesis: Framing Work to Promote Learning”
- “Lean UX in the Enterprise: A Hubspot Case Study”
- “Collaborative Product Discovery and Strategy at Fjord”
- “Design Thinking & Agile at IBM”
“Design Sprints: How to Solve Problems and Test Ideas in 5 Days”
John Zeratsky, Design Partner at Google Ventures
You’ll learn:
- How to run a Google design sprint within your Agile team
- Core activities for each day of the design sprint
- How to adapt design sprints for different timelines
- Newspaper design process – 1 day cycle
- Goals
- Ideas
- Argue
- Build
- Ship
- Test
- FeedBurner – same design cycle as newspaper, but it took 3 months instead of 1 day
- Wasted a lot of time arguing
- Took a long time to ship
- YouTube – same fundamental steps, but it took a year to get through the process
- Google Ventures – Had an expert’s mindset
- I’ll tell you what to do
- Only works if you actually know what to do
- Doesn’t work
- Design sprint – Build and test a prototype in 5 days
- Map (Monday)
- Sketch (Tuesday)
- Decide (Wednesday)
- Prototype (Thursday)
- Test (Friday)
- Monday
- Real team, no distractions
- Questions
- Map of the experience – select a target
- Tuesday
- Individual work – sketch ideas – super-detailed, anyone can do it
- 10+ competing solutions
- Wednesday
- Make decisions
- Voting, silently
- Speed critique – chance for everyone to talk about ideas
- The decider (decision maker) makes the call
- Storyboard
- Thursday
- Prototype – needs to be finished by the end of the day
- Realistic facade is what you want, not a real product
- Use Sketch or even Keynote or some other tools
- Friday
- 1:1 interviews
- Ask user to react out loud to design/experience
- 5 per day
- Team watches – take notes, write questions
- A way to travel to the future and see what the users think
- 1:1 interviews
- Resources:
- Book: “Sprint: Solve Big Problems and Test New Ideas in Just Five Days”
- Newsletter: Time Dorks
- GV Library
“Building a Design System: A Practitioner’s Case Study”
Marcin Treder, CEO at UXPin
You’ll learn:
- The most pressing challenges faced by Agile product teams today.
- The emerging themes of Agile UX for 2017 and beyond.
- Effective solutions for overcoming the hurdles of Agile UX.
- Design systems help us be more agile, faster, smarter
- Building a design system never ends, it’s the way we build a product
- Building a design system
- Why?
- What?
- How?
- It always starts with research
- The impossibility of scale
- UI gradually decays into inconsistency
- User happiness decreases
- Teams become slower and slower
- The entropy of a sufficiently complex digital product always increases
- What is a design system?
- It’s the process, not the result
- What does it contain?
- Building blocks
- UI patterns
- Rules
- Pattern library or style guide?
- Long history
- Why today?: Why this time design systems are going to reach scale
- Digital matters
- Experience matters
- Technology is ready
- How?
- Accept that building a design system is an ongoing process
- It’s never going to end
- Make it part of your product development
- Start building it now
- Form a multidisciplinary design operations team
- If you can’t form a team, start on your own
- This process should bring your team together
- Build your interface inventory
- A neatly organized box with all the pieces of your product
- It shows all the glaring inconsistencies and services as a kick-off to the process
- 2 kinds of inventories:
- Screenshots
- Collect actual examples (code?)
- Do you want to see a real interface inventory?
- Build your building blocks
- Make it available
- Accept that in a design system – design and code go arm in arm
- Accept that building a design system is an ongoing process
“Great UX in an Agile World at Bloomberg”
Anthony Viviano, Interaction Designer at Bloomberg
You’ll learn:
- How Bloomberg implemented Agile UX across offices
- How to execute staggered sprints with designers and developers
- How to employ a “Community of Practice” methodology to improve product consistency
- bloomberg.com/ux
- Lean UX
- Agile — Scrum
- Where does design fit in?
- From perspective of Scrum, we are all developers
- How do you fit everything needed in design into a single sprint?
- Stories focused on personas
- Software built prioritizing user values
- Collaboration with developers is efficient
- Flavors of Scrum
- Religious
- Agilefall (a.k.a. The Design Sprint)
- UXaaS — Individual
- UXaaS — Team
- Challenge: The UX process takes time
- Iteration cycle
- Review cycle
- Unknowns discovered
- Typical UX work
- Co-located teams?
- Get on the phone every day
- Do design studios live
- Recommended changes to Scrum training
- Customer – don’t just think about customer, but also end-user
- Developers – better describe who is included
- UX team
- Developers
- QA testers
- Definition of done
- Testing
- Recommended UX best practices
- Discovery and delivery
- Staggered sprints
- How to employ Community of Practice methodology to maintain consistency
- Two track delivery
- Doing discovery and delivery at the same time
- Risk of staggered sprint
- Slight waterfall
- Unplanned work
- Minor: just do it
- Major: make a decision (prioritize with PM)
- Benefits
- Better working relationship between everyone
- Everyone speaks same language
- Shared knowledge and ownership
- Focus on end user increases product value
“A Guide to User Story Mapping”
Kelley Howell, Sr. UX Architect at Syniverse
You’ll learn:
- How to visualize user needs instead of product features
- How to make better decisions when prioritizing a UX backlog
- How to align sprints with UX strategy
- Minimum Lovable Products
- Book: “User Story Mapping” by Jeff Patton
- What’s on tap today?
- What’s so great about user story mapping?
- Understand the user story
- Write good user stories
- Understand the relationship between goals, activities, tasks, and tools
- The user story mapping process
- Why user story mapping?
- Part of a user-centered design process
- Visual way to show people how to use your product
- Visual representation of your product to help with: analyzing requirements, planning iterative releases, organizing the development process
- The foundation — User story
- Purpose of user story
- Planning item
- Token for a longer conversation
- Method for deferring a longer conversation
- Represents user needs and identifies user goals
- Focuses team on solving users’ problems
- User stories are also boundary objects
- Bridge professional and disciplinary boundaries
- Allow collaboration
- A good user story:
- Title — often a verb phrase
- Description
- As a [type of user] I want to [perform some task] so that I can [reach some goal]
- Criteria for user acceptance
- Is this done from the user’s point of view?
- Add sketches and notes, specifications, wireframes, mockups
- User stories don’t replace requirements
- User stories are for longer, deeper conversations about what users need
- Conversations are memorialized with artifacts
- Artifacts include what we think of as traditional requirements
- User story mapping
- A method for analyzing and prioritizing a backlog
- Benefits of user story mapping
- Center users’ perspectives in our discussions
- Prioritize in terms of user goals
- Show relationships between different users and their workflows
- Confirm completeness of a product backlog
- Work as a team
“Design Sprints: A Non-Google Approach”
C. Todd Lombardo, Chief Design Strategist at Fresh Tilled Soil
You’ll learn:
- All the activities required for realistic design sprints
- How to modify your agenda and activities for different timelines
- How to incorporate quantitative and qualitative data into design sprints
- Book: “Design Sprint”
- Everyone has a process
- Design sprint processes
- Our design sprint approach
- Understand — What problem are you trying to solve?
- Diverge — How do we solve that problem? Generate ideas
- Converge — Prioritize your ideas
- Prototype — Figure out key assumptions
- Test — Were our assumptions valid?
- Elements of Lean Startup and Lean UX
- Making things people want is greater than making people want things
- Understand
- Get the background
- Know the user
- Define the problem
- Wrap-up
- Assumptions: what you think you know
- Problem statement
- Who? What? Why?
- What are you (really) solving for?
- Keep asking why
- This is how you find what is really going to help your users
- Diverge
- Gear up
- Generate solutions
- Wrap-up
- Quantity begets quality
- Job stories
- When [something] I need [something] so that [something]
- You want to be thinking like an artist on the diverge day
- Converge
- Get started
- Decision criteria
- Sketching
- Wrap-up
- How can our assumptions help guide us?
- Prototype
- Prototype
- Plan interviews
- Wrap-up
- Prototypes are minimum viable concepts
- Think like an architect on prototype day
- Test
- Interviews
- Wrap-up
- Does your team focus on what is right or who is right? — Don’t let someone’s ego control your decisions
“Agile Prototyping Best Practices”
Nate Ginesi, Sr. UX Architect at LookThink
You’ll learn:
- How to determine the right depth and breadth for MVP prototypes.
- How to elicit the right stakeholder and user feedback.
- How to correctly annotate prototypes for dev and QA.
“Increasing User Empathy in Agile Teams: Q&A Session”
Indi Young, Co-founder of Adaptive Path
You’ll learn:
- How to naturally spread user empathy amongst stakeholders and developers
- Useful user research tactics for Agile timelines
- How to make user research and user empathy a ritual
- If you are trying to walk in someone’s shoes without developing empathy you are really just walking in your own shoes.
- Emotional empathy — being able to recognize and emotion that someone is going through and help them through it; taking their side
- indiyoung.com
- You can’t develop empathy without listening
“Design Spikes for an Agile Process”
Damon Dimmick, Director of Product Design and UX at Constant Contact
You’ll learn:
- How to fit design spikes into a Scrum framework
- How to address user stories without neglecting UX strategy
- How to solve design problems before they become development issues
- Fitting Big-Picture UX Into Agile Development
- There is no one-size-fits-all solution for Agile
- The Agile Manifesto
- “Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.”
- Through speed and iteration, we can take on big issues
- Design incrementally and deliver value with each move
- “Spikes” in Agile — A story that cannot be estimated until a development team runs a timeboxed investigation. The output of a spike is an estimate for the original story.
- Functional spikes
- Design spikes are simply a type of functional spike
- Why design sprints aren’t good enough
- Prescriptive format
- Velocity impact
- Disruptive in iterations
- Not sustainable
- You can still use design sprints
- Use them inside your design spikes
- A design spike is the perfect place for design sprints to live
- Dual-track Agile
- Divide backlog into 2 different sections: discovery and delivery
- We aren’t creating a perfect tool. At best we have something that will help us move forward and have more wins than fails.
“Participatory Design: Bringing Users Into Your Process”
David Sherwin, Co-founder at Ask the Sherwins
Erin Muntzert, Sr. UX Researcher at Google
You’ll learn:
- Participatory design tactics practiced by frog design
- Collaborative activities for finding user needs, generating, and evaluating design ideas
- How to select and deploy participatory design activities within an Agile team
- Participatory Design can help Agile teams better understand the needs of your customers and get the right design ideas into your products
- What is Participatory Design? Why do we do it?
- Full Participatory Design can overcomplicate the process
- Participatory Design should simply be bringing customers directly into the product development process
- There may be a divergence between what people say and what they do
- Participatory Design activities you can use within Agile UX
- Narration
- Love/break-up letter
- Day in the life
- Creation
- User interface toolkit
- Prioritization — usability testing, evaluating any products and services you have; it doesn’t necessarily have to have a product associated with it; forces customers to make trade-offs
- Card sort
- Ranking
- Contextualization — take a concept or idea that has already been created and grounding it back into real life scenarios
- Scenario creation
- Simulations
- Narration
- Using Participatory Design with your product teams
- Participatory Design is more than usability testing
- You don’t always have to build and measure to learn
“Faster Usability Testing in an Agile World”
Carol Smith, Sr. Design Manager at IBM Watson
You’ll learn:
- How the IBM Watson team runs continuous usability testing
- How to run follow a RITE testing process within an Agile team
- When to run moderated, unmoderated, remote, and in-person tests
- How to document user research patterns
- Roles at IBM:
- Design researcher
- User experience designer
- Visual designer
- Light design — Lean UX
- Faster usability testing
- Fit testing into Agile
- Never too early
- Regular testing
- Usability testing is…
- Representative users
- Doing real tasks
- Being observed
- Using prototypes or live products
- Usability not user testing
- There is a difference
- User testing infers testing people
- Usability puts emphasis on what is being tested
- True statements
- All interfaces have usability problems
- Limited resources
- More problems than resources
- Fix most serious problems first
- Parallel-track workflow (staggered sprint)
- Developer track — focus on production
- UX track — focus on user contact
- 2 types of work:
- Development — goal: working software
- Discovery — goal: learning
- The priority is always to make software
- Constant communication
- Between 2 tracks
- Essential for success
- 2 tracks, not 2 teams
- Pros of parallel-track:
- Space made for discovery
- Cons of parallel-track:
- Can lead to waterfall
- Not a solo sport — need a team
- Existing teams
- Continuous improvement
- Continue to prioritize dev work
- Start small
- May need a design spike
- Clickable or code?
- Clickable — easy and quick
- Real code — risky; great if it’s the right solution
- Not paper — participants may misunderstand
- When should I test?
- Early!
- Anywhere
- Anytime
- Realistic test environment
- Small scope is better for usability testing
- 5-7 participants — ~80% of usability problems
- More participants — more diminishing returns
“Replacing Requirements With Hypothesis: Framing Work to Promote Learning”
Josh Seiden, Co-author of Lean UX
You’ll learn:
- A framework for deconstructing and validating product hypotheses
- How to guide product strategy without overprescribing details
- How to develop assumption backlogs
- Book: “Sense and Respond: How Successful Organizations Listen to Customers and Create New Products Continuously”
- Agenda
- Lean UX, Agile, and uncertainty
- Assumptions
- Hypotheses
- Experiments
- Q/A
- Old assumptions, new reality
- Software is now continuous
- If we aren’t releasing rapidly, our competitors will
- The core of Agile
- Accept that requirements are always going to change
- Build a process that’s optimized for change — get rapid and continuous feedback
- Over time, Agile became an engineering project management system
- How do we put the pursuit of value back in Agile? — By creating a culture of continuous learning with Lean UX
- Incremental development — start with a big vision, break into components, build one component at a time
- Iterative Agile — build a small product, learn from it, do it again
- Book: “The Lean Startup” by Eric Ries
- Reduce waste
- Don’t build things people don’t want
- Lean UX
- Inspired by Lean Startup ad Agile development theories
- Foundation: Shared understanding
- Regular discussion and iteration creates broader buy-in
- The Lean UX cycle
- State the vision/idea/outcome
- Declare your assumptions
- Hypothesize: write the test first
- Design an experiment
- Make an MVP
- Get out of the building
- Team synthesis
- Repeat
- Summary
- Use Lean methods to avoid waste
- Use Lean methods when uncertainty is high
- Cross-functional collaboration
- Do it more the once
- Declare your assumptions — What are the fundamental assumptions we have about our customers, their needs and our solution, if proven wrong, will cause us to fail?
- Lean and the design of business
- Every decision we make about our product is a customer experience decision
- Declare your assumptions
- Evaluation your results
- Hypothesis statement
- We believe that _____.
- We’ll know this is true when we see [this evidence (from the market)].
- Experiments and MVPs
- Minimum Viable Product
- What is the smallest thing we can do or make to test our hypothesis?
- The answer to this question is your MVP
- Focus on learning
- What do we need to learn first?
- What is the least amount of work we need to do to learn that?
“Lean UX in the Enterprise: A Hubspot Case Study”
Austin Knight, Sr. UX Designer at Hubspot
You’ll learn:
- How to turn qualitative and quantitative data into UX insights.
- How to practice data-informed design within an Agile process.
- How to plan, strategize, and execute a redesign project in a couple weeks.
- austinknight.com
- “Lean Enterprise”
- Waterfall processes
- Research
- Design
- Engineering
- UX added as a layer over all three processes
- UX as the glue to hold all 3 things together and unify them
- All one and and the same rather than 3 separate entities
- Became a rough “Lean Process”
- Cyclical process
- Think — Make — Check
- Fluid
- Intended to adapt to every single project and the unique needs
- Get feedback from customers as quickly as possible
- Process
- Think
- Strategy
- Research
- Analysis
- Make
- Design
- Implementation
- Check
- Think
- Use simple and focused tools
- Google Apps — research and content
- Prototyping tools — designs and assets
- Slack — ongoing communications
- Zoom and Loom — video conferencing
- Confluence — wiki, results reporting
- Schedule regular standups and reviews
- Everything ultimately documented in JIRA — project management and communication; everything logged in tickets
- Rapid and regularly release thoughtful solutions supported by user and business data
- Keeping a team small and focused is going to help you avoid scope creep
“Collaborative Product Discovery and Strategy at Fjord”
Essi Salonen, UX Designer at Fjord
You’ll learn:
- How to adapt user research and strategy methods for Agile timelines
- How to turn research insights into a cohesive product strategy
- Useful activities for “just enough research”
- Process
- Discover
- Describe
- Design
- Deliver
- Having versatile talent helps broaden your perspective on a product
- Discover
- The starting point for all new ideas
- Interview stakeholders and users
- Often teams don’t have enough time to find all the problems with a product
- Process
- Define the challenge
- Observe people
- Form Insights
- Activities
- Stakeholder interviews
- Secondary research
- Comparative audit
- User interviews
- Describe
- Process
- Hypothesize
- Activities
- Personas
- Journey mapping
- Ideation and co-creation
- Sketching
- Prototyping
- Process
“Design Thinking & Agile at IBM”
Vera Rhoads, Sr. UX Manager at IBM
You’ll learn:
- How to transition through through inspiration, ideation, and implementation with a global team
- How to turn “statements of intent” into prioritized user stories.
- How to increase team velocity without sacrificing usability