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Agile Unit 3

The document discusses agile development and UI/UX design. It covers key topics like: - The components of user experience including usability, usefulness, emotional impact, and meaningfulness. - Benefits of having a process like reliability, consistency, and shared understanding. - The UX lifecycle consisting of stages like understanding needs, designing solutions, prototyping, and evaluating UX. - A model of the UX lifecycle called "the wheel" involving feedback and iteration between stages. - Lifecycle subactivities such as data elicitation, analysis, and modeling and UX techniques used within activities. - The four basic lifecycle activities of understand needs,

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0% found this document useful (0 votes)
80 views46 pages

Agile Unit 3

The document discusses agile development and UI/UX design. It covers key topics like: - The components of user experience including usability, usefulness, emotional impact, and meaningfulness. - Benefits of having a process like reliability, consistency, and shared understanding. - The UX lifecycle consisting of stages like understanding needs, designing solutions, prototyping, and evaluating UX. - A model of the UX lifecycle called "the wheel" involving feedback and iteration between stages. - Lifecycle subactivities such as data elicitation, analysis, and modeling and UX techniques used within activities. - The four basic lifecycle activities of understand needs,

Uploaded by

SaHiL
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AGILE DEVELOPMENT /

o m
. c
AND UI/UX DESIGN e s s
SUBJECT CODE: 3171610 p r
r d
o
UNIT-3 . w
il t
t e
UX AND UX DESIGN p a
a j
: / /
p s
t t
h PREPARED BY: AMITKUMAR J PATEL
Expanding concept of Interaction m /
o c
s .
e s
p r
r d
o
w
The user experience

it . The totality of effects

e l felt by the user as a

a t Result of interaction

j p
/a
s:/
t tp
h
What Is User Experience? /
o m
s . c

e s
“experience is a very dynamic, complex, and
r
subjective phenomenon” depending heavily on
p
d
context of the associated activity.
r
o
User experience is the totality of the effects felt by
w

it .
the user before, during, and after interaction with a
e l
product or system in an ecology.

a t
As UX designers, is to design that interaction to create
j p
a user experience that is productive, fulfilling,
/a
satisfying, and even joyful.
s:/
t tp
h
The Components of UX /
o m
s . c
e s
Usability p rProductivity, efficiency ease of

r d use, learnability

o
. w
il t
Ability to use system or product
Usefulness to accomplish goals of work
User
= t e
Experience
pa Affective component of user

aj Emotional Impact experience and user feeling,

/
user satisfaction

: /
ps Meaningfulness
Long-term personal relationship

t t with product

h
/
m
What Do You Get by Having a Process?
o
s .c
Process is a guiding structure.
e s
r

p
 Process offers reliability and consistency.
d
 Process provides scaffolding
r
o for learning.
. w
il t
 Process provides a shared conception of what
you are doing. te
p a
a j
:/ /
p s
t t
h
Lifecycle /
o m
s . c
e s
is a structured framework consisting of a series of
r

p
stages and corresponding that characterize the
d
o r
course of evolution of, in this context, the full
evolution of an interaction design or a complete
. w
system or product
lit

t
UX Lifecycle Activities e
Understand Needsa(of users).

j p

/ a
Design Solutions.
:
Prototype / Candidates (for promising designs).
s

t t p
Evaluate UX

h
UX Design Lifecycle Process /
o m
s . c
e s
p r
r d
o
. w
lit
te
pa
a j
:/ /
p s
t t
h
/
The Wheel: A Model of the UX Lifecycle
o m
s . c
Expand this abstract cycle a bit to includes
e UX lifecycle
feedback
and iteration, we get a kind rof

template of figure, which, asrd


p
an analogy, we call
o it goes around in
“the Wheel”. This is because
. w
il t
circles, and with each rotation it brings you closer to
your destination. te
p a

common to a
j
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
p s
t t
(chunk) of a product/system or the whole system.
h
/
The Wheel: A Model of the UX Lifecycle
o m
s . c
s
Move back to

e
previous

r
Iterate development
Move back to

p
activity
previous

d
development

r
activity

o
. w
il t
Iterate

t e
p a
a j
: / / Iterate

p s
t
Move back to

t
previous Move back to
previous

h
development
activity development
Iterate activity
Lifecycle Subactivities & UX Techniquesm /
c o
s .
s
re
 Lifecycle subactivities are the things you do during a
single lifecycle activity.
d p
 Data elicitation.
o r
 Data analysis.
. w
 Data modeling.
l it
te
 Requirements extraction
a
UX technique ispa specific detailed practice you can

a j
:/ /
use to perform a step within an activity, subactivity,
s
or method.
p

t t
User interviews.
h Observation of users at work

The fundamental UX Lifecycle Activitiesm /
c o
s .
In this topic, we look more in depth at s

r e the individual
p
UX design lifecycle activities and subactivities
 rd
The four basic UX lifecycle activities:
o
. w
Understand Needs, to understand users, work practice,
it

l
usage, the subject-matter domain, and, ultimately, needs for
e
the design.
a t
p
 Design Solutions, to create designs as solutions.
j
a
 Prototype Candidates (of promising solutions) to realize
/
:/
and envision promising design candidates.

p s
 Evaluate UX, to verify and refine designs with respect to

t t
the user experience they afford.
h
/
The Understand Needs
o m
s . c
The Understand Needs lifecycle activity s
e users, work
is used to
r

understand the business domain,


d p
r
practice, usage, and the overall subject-matter
o is some variation
w
domain. The most popular method
.
of usage research and il t the most rigorous version
te
includes these subactivities
a

j p
Data elicitation (Chapter 7): Interview and observe users at
a
work and gather data about work practice, users, usage,
/
:/
and needs.

p s
 Data analysis (Chapter 8): Distill and organize usage

t t
research data.
h
/
The Understand Needs
o m
s . c

e s
Data modeling (Chapter 9): Create representations of user
r
characteristics, information flow, tasks, and work
p
d
environments (for collaboration, sharing, archival, rehearsal,
r
immersion).
o
. w
it
 Requirements extraction (Chapter 10): Codify needs and

l
requirements ese subactivities,
e
a t
j p
/ a
s :/
t tp
h
/
The Understand Needs
o m
s . c
e s
r
Life cycle activity Understand needs

dp
Method
o
Usage Research r
. w
it information
Elicit lUsage
e
Sub-activities

a t
j p Observe and interview
a
Method
users

:/ /
Technique
p s Manual note-taking

t t
h
/
The Design Solutions
o m
s . c
Design Solutions is perhaps the most s
e the broadest
important
r

lifecycle activity and the one with


p
d this activity change
purview. Typical subactivities rof
dramatically over time aso the project and the
t
product evolve and imature. w
l through these basic
“stages” te
a

jp
Generative design: Ideation and sketching to create design
a
ideas (Chapter 14), low-fidelity prototyping (Chapter 20),
/
:/
and critiquing for design exploration.

p s
t t
h
/
The Design Solutions
o m
s . c

e s
Conceptual design: Creating mental models, system models,
r
storyboards, low fidelity prototypes of conceptual design
p
candidates.
r d
o
 Intermediate design: Developing ecological, interaction,

. w
it
emotional design plans for most promising candidates
l
(Chapters 16, 17, and 18), creating illustrated scenarios,
e
t
wireframes, medium fidelity mockups of design forerunners,
a
p
and identifying design tradeoffs to compare design
candidates.
a j
:/ /
 Design production: Specifying detailed design plans for

s
implementation of the emerging design choice
p
t t
h
/
The Design Solutions
o m
s . c
Design Creation
e s
p r
Ideation and Sketching, innovation, low-fidelity prototyping

r d
o
w
Conceptual Design
i t .
l
Matching user mental model to system model

t e
p a
Intermediate Design
a j
/
Information architecture, screen layout, navigation, medium-fidelity prototyping

: /
p s
t design, Visual comps, style guides, annotated wireframe prototyping
Design Production
h t
Detail
/
The Prototype Candidates
o m
s . c
Prototyping is a full-fledged lifecycle s
e candidates.
activity to
r

p
realize and envision promising design
d
r
The main subactivity is to create representations
design to required fidelity inothe form of:
of

. w
 Paper prototypes.
lit
te
 Wireframes and wireflows.

pa
j
 Click-through wireframe prototypes.

a
/
 Physical prototypes.

:/
p s
t t
h
/
The Evaluate
o m
s . c
s
e design right.
This activity is about verifying and refining the UX
design to ensure we are getting rthe

d p
r
Subactivities and possible alternative methods
o verify, and refine
for

designs might include: it . w


the Evaluate UX activity to assess,
l
e Evaluate designs with empirical or

t
Collect evaluation data:
analytic methods ato simulate or understand actual usage
j p data.
a
and produce evaluation
Analyze /

: / evaluation data (for identifying critical incidents,
s
root causes).
p

t t
Propose redesign solutions.
h Report results.

/
UX Design Techniques as Life Skills
o m
s . c
Observation: Observation is the s practice of
witnessing an ongoing activity withre

d p the objective of
r
understanding underlying phenomenon
o practice of removing
Abstraction: Abstraction iswthe

t .
il objective.
detail irrelevant to a given
t e

a
Note Taking: Note taking is the practice of
p descriptions of observations
j
efficiently capturing
Data/Idea/a

: / Organization: Data organization is the
s
practice of sorting data by category to make raw
ttpunderstandable
data
h
/
UX Design Techniques as Life Skills
o m
s . c
Modeling: Modeling is the practice ofs representing
complex and abstract phenomenonre

dimensions to simplify and aidrd


p along particular
understanding.
Storytelling: Storytelling wisothe practice of using

i t
narrative to explain laspects. of a phenomenon or
t e of immersing the audience
design with the objective
p a
j
in the phenomenon.
a
Immersion:/Immersion is a form of deep thought and
analysis:/

p s of the problem at hand-to “live” within the


t t
context of a problem and to make connections
h the different aspects of it
among
/
UX Design Techniques as Life Skills
o m
s . c
Brainstorming: Brainstorming is thes practice of

r e different
p
interactive group discussion for exploring
ideas, problems, and solutionsrd
o
Sketching and Drawing:wSketching

t . in UX is the
i pictures and diagrams
practice of drawing lsimple
t
depicting the essence e of problems and solutions.
Framing and jp
a
Reframing: Framing and reframing
a

/
comprise the practice of posing a problem within a
:/ perspective.
s
particular
p
t t
h
/
UX Design Techniques as Life Skills
o m
s . c
Reasoning and Deduction: Reasoning and
e s deduction
r

is a long-standing practice of applying


d p logic to
process observed facts, fit them
o r together, and arrive
at a logical conclusion.
. w
il t
Prototyping and Envisioning: Prototyping is the
e or building a model or

practice of producing
a t
j p
mockup of a design that can be manipulated and
/
used at somea level to manifest or simulate a user
s:/ which can be evaluated.
experience,

t tp
h
/
UX Design Techniques as Life Skills
o m
s . c
s
“objective analysis of facts to formre
 Critical Thinking: Critical thinking is the practice of

subject is complex, and thererd


p a judgment. The
are several different
definitions which generallyo include the rational,
. w
il t or evaluation of factual
skeptical, unbiased analysis
evidence.” t e
p a

cycle of a
j
Iteration: Iteration is the practice of repeating a

: / analysis, design, prototyping, and


/ to refine an understanding of a concept
s
evaluation
or topimprove a design as a problem solution.
t t
h
/
Methods, and Techniques
o m
s . c
Whenever you need to design for s
e methods and
a lifecycle
r

activity, you will have a set of


techniques to choose from. rd
p
For example, suppose youwneed o to choose a method

il
to carry out the Understandt . Needs lifecycle activity.
As an example, one t e of the most popular of such
p a
j
methods is called usage research, a method for
interviewingaand observing real users to understand
/
:/ activity
s
their work
p
t t
h
/
Methods, and Techniques
o m
s . c
Early method and technique choices s

r etechniques can
constrain later
ones. Earlier choices of methods and
d p
r
constrain later choices by suggesting, eliminating,
o and techniques for
or
dictating appropriate methods
subsequent choices. it . w
l
e and techniques used for data
 For example, methods
a t
j p
analysis in a given situation will depend on what
kind of data
/ a you have, and how the data were
collected:/
p s
t t
h
/
Rigor in a UX Method or Process
o m
s . c
What Is Rigor?
e s
r

 The
p
rigor of a UX design lifecycle activity, method, or
d
r
technique is determined by the degree of formality,
o
w
thoroughness, precision, and accuracy with which you
perform all the steps.
it .
e l
a t
 It is also about how meticulously you maintain and
document completeness and purity of data-especially
j p
a
usage research and UX evaluation data-collected.

:/ /
p s
t t
h
/
Rigor in a UX Method or Process
o m
s . c

e s
Completeness. Completeness entails thoroughness of

p r
methods, which means covering every step in full.

r d
Completeness also applies to the usage research and
o
evaluation data. This attention to detail helps designers
. w
it
touch all the bases and fill in all the blanks so that no

e l
functions or features are forgotten.

a t
Purity. Purity means being as accurate as possible in your
j p
data; in particular, it involves not allowing new spurious
/ a
“data” to creep in. For example, for high data purity,

s:/
designer insights or conjectures should be tagged with

tp
metadata, identifying and distinguishing them from actual
t
h
user input
Complexity as an Influence on the Need for Rigor/
o m
s . c
Interaction complexity
e s
r

 is
p
about the intricacy or elaborateness of user actions,
d
r
including the difficulty of cognitive actions, necessary to
o
w
accomplish tasks with the system
it .
l
 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
h
Complexity as an Influence on the Need for Rigor/
o m
s . c
Domain complexity
e s
r

 which
p
is about the degree of intricacy and the
d
r
technical, or possibly esoteric, nature of the
o
w
corresponding field of work. Convoluted and elaborate
it .
mechanisms for how parts of the system work and
e l
t
communicate within the ecology of the system contribute
a
to domain complexity.
p
a j
 Low work-domain complexity means that the way the

:/ /
system works within its ecology is relatively simple.

p s
t t
h
Complexity as an Influence on the Need for Rigor/
o m
s . c
 User
e s
work in domain-complex systems is often mediated

p r
and collaborative, with numerous “hand offs” in a

r d
complicated workflow containing multiple dependencies
o
and communication channels, along with compliance
. w
it
rules, regulations, and exceptions in the way work cases
are handled.
e l
a t
 Examples of high work-domain complexity include

j p
systems for geological fault analysis for earthquake
/a
prediction, global weather forecasting, and complete

s :/
healthcare systems.

t tp
h
Complexity as an Influence on the Need for Rigor/
o m
s . c
e s
Complex interaction,
Simple work domain
p r Complex interaction,

d
Complex work domain

o r
. w
lit
te
pa
a j
:/ /
p s
Simple interaction, Simple interaction,

t
Simple work domain

t
Complex work domain

h
/
Scope of Delivery
o m
s . c
Our use of the term “scope” referss to how the

r e
d p
target system or product is “chunked”
iteration or sprint for rdelivery
in each
for agile
o
implementation.
. w
 In a large scope, chunks il t are composed of multiple
features or even large
t e portions of the system.
p a
j
 In a small scope, synonymous with agility, chunks are

/ a
usually comprised of one feature at a time.
: /
p s
t t
h
/
Scope of Delivery
o m
s . c
Large scope: Design the whole house s
it all before delivering it to thereclient including
 first and build

d p
r
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.
:/
p s
t t
h
/
Challenges in Building Systems
o m
s . c
Change Happens During a Project
e s
r

d p
Evolution of project requirements and parameters

Product concept, vision. o r
Requirements (statement of system needs).

w

 System architecture.
it .
 Design ideas.
e l

a
Available technologyt
 External changes
Technology a j p
/
 available at the time.

: /
Client’s directions and focus (possibly due to shifting organizational
s

p
goals or market factors)

t t
h
/
Challenges in Building Systems
o m
s . c
Two Views of These Changes
e s
r

 Reality
d p
r
 Designer’s understanding of these changes
o
 The Gap Between Views
. w
Responding to Change lit
e

 Closing the Gap


a t
j p
a
 True Usage is the Only Ascertainer of Requirements

:/ /
p s
t t
h
/
Challenges in Building Systems
o m
s . c
Communicating Feedback About Requirements
e s
r

 Communication problems on the user’s side


d p

system.
o r
Are not necessarily knowledgeable about technology and the overall

. w
it
 Might have trouble formulating problems in their own minds (e.g.,

l
inability to abstract from problem instance details).
e

a t
Might lack the ability to articulate feedback about requirements.

p
 Might give feedback based on what they think they want.

a j
Have biases about certain aspects of the system.

:/ /
p s
t t
h
/
Embracing an Agile Lifecycle Process
o m
s . c

e s
An agile lifecycle process (UX or SE) is small-scope approach
r
in which all lifecycle activities are performed for one feature
p
d
of the product or system and then the lifecycle is repeated for
r
the next feature.
o
. w
l it
te
p a
a j
:/ /
p s
t t
h
/
The Funnel Model of Agile UX
o m
s . c
The funnel model of agile UX, a way sof envisioning

r e with agile SE
UX design activities before syncing
d p
sprints (for overall conceptual r design in the
funnel) and after syncing owith SE (for individual
early

. w
il t funnel).
feature design in the late
Why a New Modelte Was Needed?
a

 Being
jp
agile was interpreted as going fast.
/a
 Following agile SE flow in sprints suffers from a

s :/
fundamental mismatch with UX concerns.

t tp
h
/
The Funnel Model of Agile UX
o m
s . c
Speed kills: Rapidness and agility aresnot the same

r e
p
The single biggest problem: UX was expected to
rd

follow the agile SE flow completely


o
. w
lit
te
pa
a j
:/ /
p s
t t
h
/
The Funnel Model of Agile UX
o m
s . c
Introducing the Funnel Model of Agile s

r e
UX

dp
o r
. w
lit
te
pa
a j
:/ /
p s
t t
h
/
The Funnel Model of Agile UX
o m
s . c
e s
p r
r d
o
. w
lit
te
pa
a j
:/ /
p s
t t
h
/
Syncing agile UX with agile SE sprints
o m
s . c

e s
The UX team provides a design chunk, which the SE team
r
implements along with its design of the corresponding
p
d
functionality in a sequence of sprints Once agile SE gets into
r
o
the rhythm of going through sprints to produce implementations

. w
of chunk as features, the idea of agile UX is to sync with agile

lit
SE by providing UX design for each feature in turn,

t e
p a
a j
:/ /
p s
t t
h
Mini agile UX lifecycle process within a sprint. /
o m
s . c
e s
p r
r d
o
. w
lit
te
pa
a j
:/ /
p s
t t
h
/
o m
s . c
e s
p r
r d
o
. w
lit
te
pa
a j
:/ /
p s
t t
h
/
o m
s . c
e s
p r
r d
o
. w
lit
te
pa
a j
:/ /
p s
t t
h

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