feeling depressed in your agile project? invite a usability expert!

1
Feeling depressed in your agile project? Invite a usability expert! Public Research Centre Henri Tudor 29, Avenue John F. Kennedy L-1855 Luxemburg Kirchberg +352 42 59 91 1 www.tudor.lu Contact Lou Schwartz [[email protected]] Methods Simplification Cut into several achievable requirements in one iteration (e.g.) Presentation of results Task analysis Only for complex tasks Task by task Tasks tree Mock-ups Paper, monochrome By screen or by task Paper board or on video- projector Heuristic evaluations Use only one list of guidelines / heuristics By screen and 1 global analysis Highlight the problem on screen shots Describe the problem Indicate the usability priority for the problem Propose improvements Cards sorting No software, use paper to make cards List the functionalities Make the cards Define the categories … See user tests for the next steps New organization of information in the application on a modified screen shot User tests No usability lab, direct observation, 1 video camera if necessary, capture user activity and comments Select users Contact users Prepare guidelines Prepare data set Prepare the observation grid Do the tests, one user = 1 requirement Do the Individual analysis Do the global synthesis Present the results Highlight the problem on screen shots Describe the problem Indicate usability priority for the problem Indicate number of users who have noted this problem Propose improvements Satisfaction questionnaires Use an existing questionnaire and well knew by the usability expert Find the questionnaire Get the results Analyze results Present the results Graphically Explanation of each categories of the questionnaire Propose improvements Adaptation of usability methods to the agility A particular effort has to be done on the presentation of results: simple, visual, and efficient to be discussed in a meeting. And propose as soon as possible : A usability priority (to assist in making decisions and help to prioritize) Propose directly solutions and improvements After the adaptation of usability methods to the agile context, if a usability requirement cannot be achieved in one iteration, split it into several tasks. One iteration (1 to 8 weeks): organization of work Definition of the first list of requirements Budget or duration limit is chosen Delivery, validation and tests Product Product owner Product owner Coach Product owner One agile project Integration of the usability expert in the team. Participation to all meetings with the same position as a developer. No competition between developers and the usability expert: fostered collaborative work, exchanges and knowledge sharing. Iterations Proposal The usability expert, as developers, has a list of requirements to achieve during the project which is enriched throughout the project. His role is to help the product owner in validating the product usability and propose solutions to improve it. One user or several users ? Permanent contact with the product owner Product owner is an end-user and has to represent all of them It is allowed to contact others users, e.g. through the user tests Integration of a usability expert in the technical team Direct contact with the product owner and developers Developers feedbacks on the technical feasibility of usability expert's proposals comes early enough to save him the trouble of designing impractical solutions Improve and promote exchanges and foster the emergence of common solutions One proposal, one experimentation Difficulties Not enough contacts with users, but one intensive contact with the product owner, who is an end-user Lack of perceived usefulness of usability methods for the product owner need to present them, oriented on outcomes Presentation of results simpler and more illustrated with proposals of solutions and priorities Not easy for a usability expert to adapt himself to the agile context Improvements proposed Involve the usability expert in the writing of the first list of requirements Improve the adaptation of the usability methods Positive points True exchanges with one end-user throughout the project, the product owner Guarantee of context and utility He is a constant tester Training of the product owner he develops “usability reflexes” True exchanges with developers throughout the project Know always the feasibility of proposals Build a common frame of reference Training of the both parts on the work of each other Training of developers develop “usability reflexes” Developers can propose solutions from technical possibilities if usability expert has no solution Constant feedbacks on the work done continuous improvement Satisfaction of seeing his work used Usability expert has the feeling that he really can influence the design Experimentation results Estimate the cost of realization (difficulty) Specifies requirements Validates work Product Defines new requirements Achievement Achievement Daily meetings Prioritizes requirements Planning Selection of requirements to achieve for this iteration Demonstration of the product developed and of the work done Retrospective of the process and of the work Follow-up Usability expert Product owner = 1 end-user Coach Developers The team work

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How can we include usability aspects in an agile development project? That was our main issue. We have tried to answer three questions. What is the stead of the usability expert in the project? How to organize his/her work? How to adapt his/her practices? We also present the results of our experimentation.

TRANSCRIPT

Page 1: Feeling depressed in your agile project? Invite a usability expert!

Feeling depressed in your agile project?

Invite a usability expert!

Public Research Centre Henri Tudor29, Avenue John F. Kennedy

L-1855 Luxemburg – Kirchberg

+352 42 59 91 – 1

www.tudor.lu

ContactLou Schwartz [[email protected]]

Methods SimplificationCut into several achievable

requirements in one iteration (e.g.)Presentation of results

Task analysisOnly for complex

tasks Task by task Tasks tree

Mock-upsPaper,

monochromeBy screen or by task

Paper board or on video-

projector

Heuristic

evaluations

Use only one list of

guidelines /

heuristics

By screen and 1 global analysis

− Highlight the problem on

screen shots

− Describe the problem

− Indicate the usability

priority for the problem

− Propose improvements

Cards sorting

No software, use

paper to make

cards

− List the functionalities

− Make the cards

− Define the categories

… See user tests for the next steps

New organization of

information in the

application on a modified

screen shot

User tests

No usability lab,

direct observation,

1 video camera if

necessary, capture

user activity and

comments

− Select users

− Contact users

− Prepare guidelines

− Prepare data set

− Prepare the observation grid

− Do the tests, one user = 1

requirement

− Do the Individual analysis

− Do the global synthesis

− Present the results

− Highlight the problem on

screen shots

− Describe the problem

− Indicate usability priority

for the problem

− Indicate number of users

who have noted this

problem

− Propose improvements

Satisfaction

questionnaires

Use an existing

questionnaire and

well knew by the

usability expert

− Find the questionnaire

− …

− Get the results

− Analyze results

− Present the results

− Graphically

− Explanation of each

categories of the

questionnaire

− Propose improvements

Adaptation of usability methods to the agilityA particular effort has to be done on the presentation of results: simple, visual, and

efficient to be discussed in a meeting. And propose as soon as possible :

− A usability priority (to assist in making decisions and help to prioritize)

− Propose directly solutions and improvements

After the adaptation of usability methods to the agile context, if a usability requirement

cannot be achieved in one iteration, split it into several tasks.

One iteration (1 to 8 weeks): organization of work

Definition of

the first list of

requirements

Budget or

duration limit

is chosen

Delivery,

validation

and tests

Product

Product

owner

Product

owner

CoachProduct

owner

One agile projectIntegration of the usability expert in the team. Participation to all meetings with the same position as a developer.

No competition between developers and the usability expert: fostered collaborative work, exchanges and knowledge sharing.

Iterations

ProposalThe usability expert, as developers, has a list of requirements to achieve during the

project which is enriched throughout the project. His role is to help the product owner

in validating the product usability and propose solutions to improve it.

One user or several users ? − Permanent contact with the product owner

− Product owner is an end-user and has to represent all of them

− It is allowed to contact others users, e.g. through the user tests

Integration of a usability expert in the technical team − Direct contact with the product owner and developers

− Developers feedbacks on the technical feasibility of usability expert's proposals

comes early enough to save him the trouble of designing impractical solutions

− Improve and promote exchanges and foster the emergence of common solutions

One proposal, one experimentation

Difficulties− Not enough contacts with users,

but one intensive contact with the

product owner, who is an end-user

− Lack of perceived usefulness of

usability methods for the product

owner need to present them,

oriented on outcomes

− Presentation of results simpler

and more illustrated with proposals

of solutions and priorities

− Not easy for a usability expert to

adapt himself to the agile context

Improvements proposed− Involve the usability expert in the

writing of the first list of

requirements

− Improve the adaptation of the

usability methods

Positive points− True exchanges with one end-user

throughout the project, the product owner

− Guarantee of context and utility

− He is a constant tester

− Training of the product owner he

develops “usability reflexes”

− True exchanges with developers

throughout the project

− Know always the feasibility of proposals

− Build a common frame of reference

− Training of the both parts on the work of

each other

− Training of developers develop

“usability reflexes”

− Developers can propose solutions from

technical possibilities if usability expert

has no solution

− Constant feedbacks on the work done

continuous improvement

− Satisfaction of seeing his work used

− Usability expert has the feeling that he

really can influence the design

Experimentation results

Estimate

the cost of

realization

(difficulty)

Specifies

requirementsValidates work

Product

Defines new

requirements

Achievement

Achievement

Daily meetingsPrioritizes

requirements

Planning

Selection of

requirements

to achieve

for this

iteration

Demonstration

of the product

developed and

of the work

done

Retrospective

of the process

and of the

work

Follow-up

Usability expert

Product owner

= 1 end-user

Coach

Developers

The team work