Agile Unit 3
Agile Unit 3
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AND UI/UX DESIGN e s s
SUBJECT CODE: 3171610 p r
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UNIT-3 . w
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UX AND UX DESIGN p a
a j
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p s
t t
h PREPARED BY: AMITKUMAR J PATEL
Expanding concept of Interaction m /
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The user experience
a t Result of interaction
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/a
s:/
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What Is User Experience? /
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“experience is a very dynamic, complex, and
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subjective phenomenon” depending heavily on
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context of the associated activity.
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o
User experience is the totality of the effects felt by
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the user before, during, and after interaction with a
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product or system in an ecology.
a t
As UX designers, is to design that interaction to create
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a user experience that is productive, fulfilling,
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satisfying, and even joyful.
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The Components of UX /
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Usability p rProductivity, efficiency ease of
r d use, learnability
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Ability to use system or product
Usefulness to accomplish goals of work
User
= t e
Experience
pa Affective component of user
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user satisfaction
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ps Meaningfulness
Long-term personal relationship
t t with product
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/
m
What Do You Get by Having a Process?
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Process is a guiding structure.
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Process offers reliability and consistency.
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Process provides scaffolding
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o for learning.
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Process provides a shared conception of what
you are doing. te
p a
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h
Lifecycle /
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is a structured framework consisting of a series of
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stages and corresponding that characterize the
d
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course of evolution of, in this context, the full
evolution of an interaction design or a complete
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system or product
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UX Lifecycle Activities e
Understand Needsa(of users).
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Design Solutions.
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Prototype / Candidates (for promising designs).
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Evaluate UX
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UX Design Lifecycle Process /
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The Wheel: A Model of the UX Lifecycle
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Expand this abstract cycle a bit to includes
e UX lifecycle
feedback
and iteration, we get a kind rof
common to a
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This basic picture is the blueprint for the process
/ almost any kind of design; it applies
whether:/the design scope is just a small piece
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(chunk) of a product/system or the whole system.
h
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The Wheel: A Model of the UX Lifecycle
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s
Move back to
e
previous
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Iterate development
Move back to
p
activity
previous
d
development
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activity
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Iterate
t e
p a
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: / / Iterate
p s
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Move back to
t
previous Move back to
previous
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development
activity development
Iterate activity
Lifecycle Subactivities & UX Techniquesm /
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s
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Lifecycle subactivities are the things you do during a
single lifecycle activity.
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Data elicitation.
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Data analysis.
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Data modeling.
l it
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Requirements extraction
a
UX technique ispa specific detailed practice you can
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use to perform a step within an activity, subactivity,
s
or method.
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User interviews.
h Observation of users at work
The fundamental UX Lifecycle Activitiesm /
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In this topic, we look more in depth at s
r e the individual
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UX design lifecycle activities and subactivities
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The four basic UX lifecycle activities:
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Understand Needs, to understand users, work practice,
it
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usage, the subject-matter domain, and, ultimately, needs for
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the design.
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Design Solutions, to create designs as solutions.
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Prototype Candidates (of promising solutions) to realize
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and envision promising design candidates.
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Evaluate UX, to verify and refine designs with respect to
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the user experience they afford.
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The Understand Needs
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The Understand Needs lifecycle activity s
e users, work
is used to
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p s
Data analysis (Chapter 8): Distill and organize usage
t t
research data.
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The Understand Needs
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Data modeling (Chapter 9): Create representations of user
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characteristics, information flow, tasks, and work
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environments (for collaboration, sharing, archival, rehearsal,
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immersion).
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Requirements extraction (Chapter 10): Codify needs and
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requirements ese subactivities,
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The Understand Needs
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Life cycle activity Understand needs
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Method
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Usage Research r
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it information
Elicit lUsage
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Sub-activities
a t
j p Observe and interview
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Method
users
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Technique
p s Manual note-taking
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The Design Solutions
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Design Solutions is perhaps the most s
e the broadest
important
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The Design Solutions
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Conceptual design: Creating mental models, system models,
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storyboards, low fidelity prototypes of conceptual design
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candidates.
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Intermediate design: Developing ecological, interaction,
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it
emotional design plans for most promising candidates
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(Chapters 16, 17, and 18), creating illustrated scenarios,
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wireframes, medium fidelity mockups of design forerunners,
a
p
and identifying design tradeoffs to compare design
candidates.
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Design production: Specifying detailed design plans for
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implementation of the emerging design choice
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The Design Solutions
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Design Creation
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Ideation and Sketching, innovation, low-fidelity prototyping
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Conceptual Design
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Matching user mental model to system model
t e
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Intermediate Design
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Information architecture, screen layout, navigation, medium-fidelity prototyping
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p s
t design, Visual comps, style guides, annotated wireframe prototyping
Design Production
h t
Detail
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The Prototype Candidates
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Prototyping is a full-fledged lifecycle s
e candidates.
activity to
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realize and envision promising design
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The main subactivity is to create representations
design to required fidelity inothe form of:
of
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Paper prototypes.
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Wireframes and wireflows.
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Click-through wireframe prototypes.
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Physical prototypes.
:/
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The Evaluate
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e design right.
This activity is about verifying and refining the UX
design to ensure we are getting rthe
d p
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Subactivities and possible alternative methods
o verify, and refine
for
d p the objective of
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understanding underlying phenomenon
o practice of removing
Abstraction: Abstraction iswthe
t .
il objective.
detail irrelevant to a given
t e
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Note Taking: Note taking is the practice of
p descriptions of observations
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efficiently capturing
Data/Idea/a
: / Organization: Data organization is the
s
practice of sorting data by category to make raw
ttpunderstandable
data
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UX Design Techniques as Life Skills
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Modeling: Modeling is the practice ofs representing
complex and abstract phenomenonre
i t
narrative to explain laspects. of a phenomenon or
t e of immersing the audience
design with the objective
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in the phenomenon.
a
Immersion:/Immersion is a form of deep thought and
analysis:/
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comprise the practice of posing a problem within a
:/ perspective.
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particular
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UX Design Techniques as Life Skills
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Reasoning and Deduction: Reasoning and
e s deduction
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practice of producing
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mockup of a design that can be manipulated and
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used at somea level to manifest or simulate a user
s:/ which can be evaluated.
experience,
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UX Design Techniques as Life Skills
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s
“objective analysis of facts to formre
Critical Thinking: Critical thinking is the practice of
cycle of a
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Iteration: Iteration is the practice of repeating a
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to carry out the Understandt . Needs lifecycle activity.
As an example, one t e of the most popular of such
p a
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methods is called usage research, a method for
interviewingaand observing real users to understand
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:/ activity
s
their work
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Methods, and Techniques
o m
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Early method and technique choices s
r etechniques can
constrain later
ones. Earlier choices of methods and
d p
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constrain later choices by suggesting, eliminating,
o and techniques for
or
dictating appropriate methods
subsequent choices. it . w
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e and techniques used for data
For example, methods
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analysis in a given situation will depend on what
kind of data
/ a you have, and how the data were
collected:/
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Rigor in a UX Method or Process
o m
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What Is Rigor?
e s
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The
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rigor of a UX design lifecycle activity, method, or
d
r
technique is determined by the degree of formality,
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thoroughness, precision, and accuracy with which you
perform all the steps.
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a t
It is also about how meticulously you maintain and
document completeness and purity of data-especially
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usage research and UX evaluation data-collected.
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Rigor in a UX Method or Process
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Completeness. Completeness entails thoroughness of
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methods, which means covering every step in full.
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Completeness also applies to the usage research and
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evaluation data. This attention to detail helps designers
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it
touch all the bases and fill in all the blanks so that no
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functions or features are forgotten.
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Purity. Purity means being as accurate as possible in your
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data; in particular, it involves not allowing new spurious
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“data” to creep in. For example, for high data purity,
s:/
designer insights or conjectures should be tagged with
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metadata, identifying and distinguishing them from actual
t
h
user input
Complexity as an Influence on the Need for Rigor/
o m
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Interaction complexity
e s
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is
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about the intricacy or elaborateness of user actions,
d
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including the difficulty of cognitive actions, necessary to
o
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accomplish tasks with the system
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Low interaction complexity usually corresponds to
e
a t
systems that support smaller tasks that are generally
easy to do, such as ordering flowers from a website.
j p
a
High interaction complexity is usually associated with
/
:/
larger and more difficult tasks, often requiring special
s
skills or training, such as manipulating a color image
p
t t
with Adobe Photoshop
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Complexity as an Influence on the Need for Rigor/
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Domain complexity
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which
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is about the degree of intricacy and the
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technical, or possibly esoteric, nature of the
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corresponding field of work. Convoluted and elaborate
it .
mechanisms for how parts of the system work and
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communicate within the ecology of the system contribute
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to domain complexity.
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Low work-domain complexity means that the way the
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system works within its ecology is relatively simple.
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Complexity as an Influence on the Need for Rigor/
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User
e s
work in domain-complex systems is often mediated
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and collaborative, with numerous “hand offs” in a
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complicated workflow containing multiple dependencies
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and communication channels, along with compliance
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rules, regulations, and exceptions in the way work cases
are handled.
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a t
Examples of high work-domain complexity include
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systems for geological fault analysis for earthquake
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prediction, global weather forecasting, and complete
s :/
healthcare systems.
t tp
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Complexity as an Influence on the Need for Rigor/
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Complex interaction,
Simple work domain
p r Complex interaction,
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Complex work domain
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Simple interaction, Simple interaction,
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Simple work domain
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Complex work domain
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Scope of Delivery
o m
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Our use of the term “scope” referss to how the
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target system or product is “chunked”
iteration or sprint for rdelivery
in each
for agile
o
implementation.
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In a large scope, chunks il t are composed of multiple
features or even large
t e portions of the system.
p a
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In a small scope, synonymous with agility, chunks are
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usually comprised of one feature at a time.
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Scope of Delivery
o m
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Large scope: Design the whole house s
it all before delivering it to thereclient including
first and build
d p
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Electrification, Plumbing, Interior walls.
o (for example, the
Small scope: Design onewroom
t .
il deliver it to the client, and
kitchen) first, build it, and
follow up with anothert e room, say the living room,
a of “increments” until the whole
and so on, in apseries
a j
/
house is completed.
:/
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Challenges in Building Systems
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Change Happens During a Project
e s
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Evolution of project requirements and parameters
Product concept, vision. o r
Requirements (statement of system needs).
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System architecture.
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Design ideas.
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Available technologyt
External changes
Technology a j p
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available at the time.
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Client’s directions and focus (possibly due to shifting organizational
s
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goals or market factors)
t t
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Challenges in Building Systems
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Two Views of These Changes
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Reality
d p
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Designer’s understanding of these changes
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The Gap Between Views
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Responding to Change lit
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Challenges in Building Systems
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Communicating Feedback About Requirements
e s
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Might have trouble formulating problems in their own minds (e.g.,
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inability to abstract from problem instance details).
e
a t
Might lack the ability to articulate feedback about requirements.
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Might give feedback based on what they think they want.
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Have biases about certain aspects of the system.
:/ /
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Embracing an Agile Lifecycle Process
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An agile lifecycle process (UX or SE) is small-scope approach
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in which all lifecycle activities are performed for one feature
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of the product or system and then the lifecycle is repeated for
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the next feature.
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p a
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The Funnel Model of Agile UX
o m
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The funnel model of agile UX, a way sof envisioning
r e with agile SE
UX design activities before syncing
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sprints (for overall conceptual r design in the
funnel) and after syncing owith SE (for individual
early
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feature design in the late
Why a New Modelte Was Needed?
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Being
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agile was interpreted as going fast.
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Following agile SE flow in sprints suffers from a
s :/
fundamental mismatch with UX concerns.
t tp
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The Funnel Model of Agile UX
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Speed kills: Rapidness and agility aresnot the same
r e
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The single biggest problem: UX was expected to
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The Funnel Model of Agile UX
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Syncing agile UX with agile SE sprints
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The UX team provides a design chunk, which the SE team
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implements along with its design of the corresponding
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functionality in a sequence of sprints Once agile SE gets into
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the rhythm of going through sprints to produce implementations
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of chunk as features, the idea of agile UX is to sync with agile
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SE by providing UX design for each feature in turn,
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Mini agile UX lifecycle process within a sprint. /
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