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	<title>UI DESIGN GUIDE - Web Application Design, Design Examples, Design Lessons &#187; agile ui design</title>
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		<title>Agile And UX Design Work Best When You&#8217;re Agile?</title>
		<link>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/</link>
		<comments>http://www.uidesignguide.com/2011/07/15/agile-and-ux-design-work-best-when-youre-agile/#comments</comments>
		<pubDate>Fri, 15 Jul 2011 20:47:22 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
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		<guid isPermaLink="false">http://www.uidesignguide.com/?p=1528</guid>
		<description><![CDATA[This is the third article in my long running series on Agile and User Experience Design.  I have a feeling this will generate quite a bit of discussion and as an experiment I will also post this on my Google + stream.  Let’s get started shall we. As a UX professional, agile is less about [...]]]></description>
			<content:encoded><![CDATA[<p>This is the third article in my long running series on Agile and User Experience Design.  I have a feeling this will generate quite a bit of discussion and as an experiment I will also post this on my <a title="Google Plus" href="gplus.to/prestonmccauley" target="_blank">Google + stream</a>.  Let’s get started shall we.</p>
<p>As a UX professional, agile is less about a methodology and more about adaptive design practices.  It’s about taking all of your “UXPERIENCES” and squeezing them into a magic box and then pulling out the tool, item, or design pattern you need.  It’s about taking business requirements and using an idea to formulate working models and design concepts.  The tools are not the Swiss army knife, <strong>you are! </strong>The key to making Agile UX work for you is the ability to draw upon experiences and resources quicker and faster.  You need to be able to filter what’s important and what isn’t.</p>
<h1>Hey UX, it’s me, Mr. Time Lines.</h1>
<p>Deadlines and timelines exist in the agile world too?  This is why you constantly need to balance time, cost, and resources. Basic project and time management are keys to your overall success.</p>
<p>Many UX and visual designers have experienced the agile design time crunch.  Manufactured time constraints can entirely kill the design process.  In reality, design and development are not as different as you might think.  Design tends to evolve through different changes in color, layout, relationship, space, and more.  Development evolves through refinement, efficient, logical code.   Each of these two disciplines require discipline to know when to stop.  Use timeline as a motivator instead of as a constraint.  If you get to a good design before the clock runs out, you win. If you get a fully complete, functional, usable design the first time around you are much less likely to iterate the design.</p>
<p>Spending more time than is necessary is where UX people get stuck.  We tend to become isolated on UX island and continue to build boats with different colors, shapes, sizes and positions, while others have already left the island to explore new territory.  You need to be cognizant of when you become stuck on the island.  Find a place to leave your boats and make notes on points you want to iterate later.  Be sure to bring this up in the next planning meeting!  Be aware of your revision points or no time will be allotted for changes in later iterations.</p>
<h1>How Much Pre-work Is Enough Work?</h1>
<p>When examining your product backlog list, it is essential that the list is clean and groomed by your product owner.  This gives you time to identify UX functions before starting on any development. Resist the urge to just design and get something built, especially if you aren’t using a <a title="Kanban WikiPedia" href="http://en.wikipedia.org/wiki/Kanban" target="_blank">Kanban methodolgy</a>.  If in your agile cycle you have a load 0 start point  this is the perfect time to start queuing up your UX agenda. If you don’t save time before the project and after each iteration for pre/post UX planning this is a red flag. It can lead to catastrophic failure.</p>
<p>This brings us to the million dollar UX question, “<em>How much work is enough work if a wood chuck could chuck wood?</em>” The answer is simple: Just enough!  Different situations are going to require different thinking processes and different tools from your arsenal. Maybe you are used to a waterfall process where the design is tossed over to developers never to be seen until a complete product. If you are lucky, you, as the UX team, are included at the start of the project brain storming.</p>
<p>In the several cases I have seen, stakeholders and business teams won’t even consider inviting low level employees to these meetings. This is really sad because there is so much value to be gained at this point of the thinking process.</p>
<p>Here are a few guidelines to help you gauge “just enough”:</p>
<ul>
<li>What do your stakeholders or management expect as deliverables? Sketches? Wire-frames? Mocks? Prototype?</li>
<li>What’s the definition of “done” for the iteration?  (<em>I could spend a whole article on this subject alone…</em>)</li>
<li>How long are your iterations? A longer iteration gives you more time, but <span style="text-decoration: underline;">always, always</span> leave time to plan, conceptualize and prepare for the next iteration.</li>
<li>Two weeks ahead of the development cycle is widely accepted as best practice. I personally find that if you have one week iterations you should plan one week. This is after your load 0. (providing you get this time.)</li>
</ul>
<h1>There Isn’t Enough Time To Complete My UX Design.</h1>
<p>Even in waterfall methodology there is never enough time to complete the design. Agile is no different, except expectations can be and should be set by the UX and development team. <strong>You, </strong>as the team, are completing the work and only so much can be done in an iteration.  So what expectation will you set?  That of the overachiever?  Perhaps you have the completionist mentality.  Maybe you are a perfectionist.  You may even be the repeatist.   Each of these traits can be your undoing in a fast pace, real world design situation.  Time is money and money is time.  In order to succeed, you need to be AGILE. You must put aside your own defeatist design patterns to see success.</p>
<ul>
<li>The overachiever seeks to get so far ahead of the development team that requirements change right underneath them.  This can lead to wasted effort and a sense of under accomplishment for the whole team. Stay focused on what you signed up to do and do it to completion. Notice I said don’t do it until it’s right.</li>
<li>The completionist believes the end UX needs to be in a final production ready state. The true goal of agile is to be able to easily complete an iteration of a product and then if necessary change based upon stakeholder or user feedback. Re-iteration and redesign is necessary, but sadly, often not followed in agile.</li>
<li>The perfectionist must always have the design perfect. It’s not going to happen.</li>
<li>The repeatist continues to build on the completed design with three, five, ten different designs. This can spur new ideas, but this also can start a violent redesign cycle where nothing ever reaches a state of even close to done.</li>
</ul>
<p>Set  your ground rules up front. You are responsible for your part in the team. If the team fails an iteration, figure out the problem. What went wrong?</p>
<p>The experts will tell you not to point fingers or blame other team members. The truth is you need to get to the root of the problem. This may come across as blaming in a number of forms. Be professional and state the true concerns. Your project depends on the sanity and civility of your team. Here is just a small sampling of some comments I’ve heard after failed iterations:</p>
<ul>
<li>Requirements were not clear</li>
<li>User stories kept changing</li>
<li>I over estimated how much I could handle</li>
<li>The team over estimated how much they could get done</li>
<li>Outside influences such as bugs and other unaccounted for tasks got in the way.</li>
<li>Team member x only has y percentage of time available and z is dependent on their knowledge</li>
<li>The stories were too big</li>
<li>The UX was not “done”</li>
<li>The development was not done</li>
<li>QA hasn’t had time to adequately test</li>
<li>Team member X was sick and not available</li>
<li>We couldn’t conduct usability testing</li>
<li>I came up with a better idea and started over again.</li>
</ul>
<p>No matter what the reason, the team signed up to do the work. The unexpected is always going to happen, so expect it.   Let the team know if you have to work on a special process every week that no one else can do.  Don’t wait until the morning scrum to solve a roadblock, fix it immediately.  When you detect your failure, or potential for failure, early, there is still time to change the course. Above all, stay <a title="Agile Time Traveler" href="http://www.uidesignguide.com/2009/10/20/ui-design-lessons-a-ui-designer-in-an-agile-world-get-me-out-of-hell-part-1/" target="_blank">involved in each part of the process</a>. A technical decision can hurt an application UX decision. A brilliant UX decision can dramatically increase development time. The group needs to stay informed, in control, and empowered to complete the project before the clock runs out and the money stops flowing.</p>
<p> </p>
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		<title>Agile UI Design: A Fundamental Miscalculation in UI Design Excellence?</title>
		<link>http://www.uidesignguide.com/2009/03/25/agile-ui-design-a-fundamental-miscalculation-in-ui-design-excellence/</link>
		<comments>http://www.uidesignguide.com/2009/03/25/agile-ui-design-a-fundamental-miscalculation-in-ui-design-excellence/#comments</comments>
		<pubDate>Thu, 26 Mar 2009 01:35:20 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[featured]]></category>
		<category><![CDATA[agile design methods]]></category>
		<category><![CDATA[agile ui design]]></category>
		<category><![CDATA[design methods]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=31</guid>
		<description><![CDATA[I've been banging my head against a wall trying to figure this question out for some time now.  Can existing in an agile development cycle truly create the best ui design? I've worked in Agile development environments.]]></description>
			<content:encoded><![CDATA[<p>I’ve been banging my head against a wall trying to figure this question out for some time now.  Can existing in an agile development cycle truly create the best ui design? I’ve worked in Agile development environments. I’ve worked with structured project management. I’ve worked in locations where I am the project leader. <span id="more-31"/>If there is one thing I have discovered it’s that any process can be carried out so far to one end of the spectrum that quality and more importantly usability, and maintainability go right out the window.</p>
<p>How can a process that’s aimed at creating user stories and defining what the user “wants” be so misdirected? What happens when the process comes before the product? Can you really sacrifice usability  for more features and rapid development?</p>
<p><!--more--></p>
<h2>What is this Agile You Speak of?</h2>
<p>For those that have not worked in an Agile development environment let me give you a brief summary. Agile is a process that is truly geared towards test driven development. There are many forms of Agile. Some of these methods include, SCRUM, XP, LEAN. XP. While these different versions have slightly different implementation models they all are focused around developing and delivering slices of user stories (features) in an iterative process.</p>
<p>There are many books you can find out there on Agile Methods. Some of the leading industry experts include: Mike Cohen and <a href="http://jamesshore.com/Consulting/Credentials.html" target="_blank">James Shore</a>. You can find a ton of information on everything from product owners, TDD (test driven development), user stories. What you can’t find is how the UI and the design fits into the process. In fact, in many books on Agile., UI is given 1 page or less.</p>
<h2>Great Now Tell Me Where Does the UI Designer Fit in This Process?</h2>
<p>This is a tricky question to answer. How can the end user experience be so outright ignored? More importantly in such fast development cycles how can a UI designer stay above the water? Is there someway to apply an iterative Agile design process to the UI development cycle.  What are these guru’s of Agile missing?</p>
<p>I’ve read many books on the subject of Agile. My last count was somewhere in the neighborhood of six- seven. And would you believe out of all these books not one of them addresses any processes from a UI, Interaction design perspective. In fact many of the books just give the following worded mantra in some form or fashion “Leave the UI out till the end.”</p>
<p>In my quest to answer these questions I spoke with many prominent UI designers as well as designers within other jobs, corporations, in-house designers. No one can come up with a singular defined method of how a UI designer(s) works in an Agile cycle. There are tips, there are ideas, even some potential “best” practices, and external methodologies. Yet, designers for the most part are not factored into the developmental  process. We are left to fend for ourselves. And if we don’t speak up we will be hit by the development bus.</p>
<h2>Great Design Just Happens Doesn’t It Regardless of the Process or Technology?</h2>
<p>Wait a minute! If you have actually developed software you should know that with PHP, JAVA, and .Net Programming choices made early on can directly effect the UI. In an effort to couple quick templated controls you often are stuck with manipulating the design to the control, include, etc.. You can find this in most every corporate environment, small design shop, etc. This can be especially true with inexperienced teams that don’t surface UI and allow it to be tinkered with as needed. Take .Net 2003, 2005 and more recently 2008. There still tends to be a tight coupling of design to programmatic elements. The point of this development tool is to help a developers quickly slap together something that is passable, rapid to produce and that “look nice.” Of course, looking nice doesn’t mean usable. If you read this blog you probably are well aware of that fact. I’ve had many arguments about the importance of design.</p>
<p>Great design has to be fostered and nurtured in your UI. It has to happen at an early stage, even if it is expected to change rapidly.  The trick is having the skills, knowledge, research, methods, and tools at your disposal in the blink of an eye. If your a UI team of one you have to be lightning fast, organized, visual, and quick to think. If you are a UI manager you have to build and align your team strengths to each other and then unify that vision into one cohesive brand.</p>
<p>For now I’m not going to answer the question, but I want you to think. In what ways can a process aimed at produce working software for the users leave out the fundamental parts the users use? And why would some assume slapping a UI on at any point in the process produces anything but a mediocre product?</p>
<p> </p>
<p>For those coming from an RSS there is a funny comic below:</p>
<p><object id="pixtonComicViewer" width="100%" height="360" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="flashvars" value="key=o89676q4"/><param name="allowScriptAccess" value="always"/><param name="allowFullScreen" value="false"/><param name="quality" value="high"/><param name="wmode" value="transparent"/><param name="src" value="http://pixton.com/widget/1"/><param name="allowfullscreen" value="false"/><param name="allowscriptaccess" value="always"/><embed id="pixtonComicViewer" width="100%" height="360" type="application/x-shockwave-flash" src="http://pixton.com/widget/1" flashvars="key=o89676q4" allowscriptaccess="always" allowfullscreen="false" quality="high" wmode="transparent"/></object></p>
<h2>Authors Note:</h2>
<p>I’ve had this article in draft mode for some time. I wasn’t going to publish it but felt there were a lot of good points and strong arguments and methods to build upon in my two future articles. With that in mind I figured I would let my audience dissect it and provide feedback.</p>
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		<slash:comments>15</slash:comments>
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		<title>Agile UI Design Series: UI Design in an Agile Project Cycle Part 1</title>
		<link>http://www.uidesignguide.com/2009/02/25/agile-ui-design-series-ui-design-in-an-agile-project-cycle-part-1/</link>
		<comments>http://www.uidesignguide.com/2009/02/25/agile-ui-design-series-ui-design-in-an-agile-project-cycle-part-1/#comments</comments>
		<pubDate>Wed, 25 Feb 2009 19:20:42 +0000</pubDate>
		<dc:creator>uidesigner</dc:creator>
				<category><![CDATA[design mentality]]></category>
		<category><![CDATA[agile design methods]]></category>
		<category><![CDATA[agile ui design]]></category>
		<category><![CDATA[design problems]]></category>

		<guid isPermaLink="false">http://www.uidesignguide.com/?p=181</guid>
		<description><![CDATA[Welcome to my three part series (so far) delving into real world experiences in relation to Agile Development Methodologies. In this three parts I will explore solutions, problems, and suggestions for dealing with various phases of an agile development cycle in relation to UI designers needs.]]></description>
			<content:encoded><![CDATA[<p>Welcome to my three part series (so far), delving into real world UI experiences in relation to  Agile Development Methodologies. In these three parts I will explore solutions, problems, and suggestions for dealing with the various phases of an agile development cycle. More importantly, this will be from the point-of-view of a UI designer.<br/>
<span id="more-181"/></p>
<h2>Agile Why All The Fuss?</h2>
<p>Agile development is all the rage, but it has been frequently stated by UI advocates that agile development encompasses design processes that don’t work well together. In some cases I have found this to be true and in others you have to adapt your own design processes to just work better.</p>
<p>In this first article I will outline a few techniques that can help you cope during the pre-project planning stages. My hope is to expand upon this conversation over in the forums as well as in future articles. </p>
<p>I’ve been wanting to do an article on this for some time and hope this article spurs comments, discussions, and relief. Thousands of designers struggle with this daily and the content on this topic is few and far between.  Let’s begin.<!--more--></p>
<h2>And so Our Story Begins</h2>
<p>I’m not going to go into details about methods of Agile Development, for that please <a title="Agile Development" href="http://en.wikipedia.org/wiki/Agile_software_development" target="_blank">reasearch agile here.</a> </p>
<p>There are numerous articles out there on the Internet about agile from a development (web developer) point of view. However; what is next to impossible to find are articles from the UI designer point of view. This is about to change!</p>
<p>A lot of the varied camps of agile development (lean, xp, etcc.) are focused on the functional aspect and do not account for the usability, or visual aspects of the application. </p>
<p>It is for this very reason, tension, debates, and arguments among  both developers and designers are vast. Is there a common ground? Is there a place for ui designers to excel? Does building an application too quickly cause it to suffer?</p>
<h2>5 Things To Accomplish Before The Project Starts</h2>
<p>Long before a project begins there is time to design. This is time that is generally outside of a “normal” agile process. And in many cases way before a story session, a load zero, iteration, sprint etc. This is when the design has time to grow and be defined. This is a time to build paper proto-types like no tomorrow. Here are <strong>5 things</strong> you want to accomplish during the first few weeks before a project begins.</p>
<p><strong>1. Prototype and start figuring out your base interactions for your applications</strong></p>
<p>Generally, developers will be hot on your trail and itching to begin code. It’s important to sketch, re-sketch, and then walk through your design(s). At this point you should start isolating your applications primary &amp; secondary functions and any AJAX like interactions etc..</p>
<p>You can do this a number of ways.</p>
<p>You could conduct a <a title="Paper-Prototype" href="http://www.uidesignguide.com/2008/05/11/how-can-i-speed-up-proto-typing-visual-design-mocks-with-hybrid-design-proto-typing/" target="_self">paper proto-type</a> session or preferably many with an internal, or external audience.</p>
<p>You could wire-frame or even do some base graphical mocks and test with those. </p>
<p>Worst case scenario sit down yourself or with the project initiators and walk through the flow. Note problem areas, and then discuss with the team technical or design hurdles as soon as possible. I find <a title="Interact PDFS" href="http://www.uidesignguide.com/2008/05/11/how-can-i-speed-up-proto-typing-visual-design-mocks-with-hybrid-design-proto-typing/" target="_self">interactive PDF’s</a> to be highly valuable during this process.</p>
<p><strong>2. Distribute and publish your designs before hand for the whole team</strong></p>
<p>You want to make sure everyone has a good idea of the designs vision. Make the designs available in as many formats as possible. A great way to do this is to have a bulletin board setup with all the current designed prototypes. This works a lot better if everyone can constantly see the design (shared workspace, etc). Better still make the design available for the end-users. You may have to let them know this is a work in progress and that <strong>you really want feedback</strong> on anything.</p>
<p>An alternate method would be to give print-outs of your designed wire-frames to all project stakeholders. They can draw, doodle, or do anything they want without fear of meeting criticism.</p>
<p><strong>3. Identify Conflicts</strong></p>
<p>Carefully, start to explore the expected interactions. It is entirely reasonable at this point to start identifying small problems and even technology limitations. Identify any constraints such as technology, speed, usability, accessibility issues, manpower, scope creep, feature bloat, cost, time.</p>
<p>Know your limitations before hand. It is normal in Agile for the business user to have some definition of what they want in the product. Even at this early stage you will find tremendous value by knowing your limitations up front.</p>
<p><em>For Example: imagine you are building a new mail system. It’s pretty easy to map out a mailbox, but maybe the client wants more social networking tie-ins, like the ability to tie a contact to a network. As you start to explore this option you discover you have no way to organize these potential massive networking groups. </em>Make note of this (on your proto-type). <strong>Above all Make sure these problems don’t get lost in all the project noise.</strong></p>
<p><em>Another Example: You are trying to implement some pretty tricky and database intensive AJAX. By implementing this “new” technology are you going to hinder the perception of speed? If the user has to wait for the data to flow from the DB. Can your database handle these asynchronous calls? Would it be wiser to change the design to limit this type of interaction or the amount of data?</em> </p>
<p><em>One More Example: When building a dashboard you quickly discover the business wants to include way too much information for the viewable area. Items need to be paired down to the most important chunks before you can proceed. What new design mechanism do you need? Perhaps, you need to come up with some hidden tab-like structure that appears to make viewable space more.</em></p>
<p>Conflict is going to slow you down the most and being prepared with a quick solution(s) is going to save you pain, frustration, and anger.</p>
<p><strong>4. Build Flexibility</strong></p>
<p>In an Agile process, one goal is to refine and iterate on the design. If you build your design too rigid you are going to be in for some painful changes. Keep in mind one, two, or even three alternate design patterns for core application function.</p>
<p>When I talk about building flexibility I also mean CSS and  javascript functionality that is too rigid.  Adhering too tightly to a cascade can hurt you later on. Trust me, I’ve been in that situation. Only do enough so as to allow your CSS to do what it was designed to do. You may want a Swiss-army knife when all I really need is a can opener.</p>
<p>Another flexibility issue revolves around the dreaded over design (adding undo complexity).  Never try to force newer design patterns into a box they just weren’t built for. I really like how Robert Hoekman, jr.  describes experimenting with new design patterns. In his book “<a title="Designing the obvious" href="http://rhjr.net/dto/" target="_blank">Designing The Obvious</a>” (great read)</p>
<p>And I paraphrase, “<em>Don’t just re-invent, but elevate</em>“.   That is to say, make a current design pattern obvious, but better than its predecessor.</p>
<p>It’s great if you have a new idea about an existing pattern, but remember to not be so radical as to alienate your users.  (Look for more on this in a future article: Alienating Users With Obtuse Design Patterns).</p>
<p><strong>5. Be Prepared To Change</strong> </p>
<p>It’s going to happen,especially in these first few weeks. Agile focuses on getting things to a done state and sometimes done doesn’t include all of the features that complete the UI. There are may times you will have to adjust course and steer in an entire different direction. This is frustrating and it can drive you <strong>mad</strong>. I find the hardest part for myself is trying to accept this change. Change becomes even more difficult if you spent many hours going one direction only to have turn around and devise new concepts.</p>
<p>I’ll leave you with some final thoughts:</p>
<ul>
<li>Just because the design can rapidly change,  <strong>never sacrifice poor UI</strong> for the sake of just “getting it done” that is a slippery slope you don’t want to fall down. You need a strong foundation as the base of your UI. Leaving this up to chance is going to bite you in the ass.</li>
<li>Agile development moves quick, and you <strong>have to be quicker, than the quickest developer.</strong> (depending on the methodology of course). The ability to multi-task and manage your time is extremely important. Don’t fall behind!</li>
<li>Embrace the rapid change and have as many people test, break, and find flaws with your design as early as possible. One of agile’s big tenants is to fail fast. Put this methodolgy to work for your design.</li>
</ul>
<p>Don’t forget to head over to the forums  to continue this discussion.</p>
<p>In the next article I’ll be covering what happens during the actual agile development cycle. This is when you as a UI designer become super human in your ability to manage work flows, tasks, design, and oh so much.</p>
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