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    <title>Comments on Agile + User Experience = Parallel work streams</title>
    <link>http://www.thinkingandmaking.com/view/agile-user</link>
    <pubDate>Fri, 18 Jul 2008 21:00:52 GMT</pubDate>
    <description>In an agile process with a rolling series of sprints, UX requires two, parallel work streams, clear expectations, and constant status reports.</description>
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      <description>&lt;p&gt;THere are a few commentes I wanted to make that stirred some thoughts up in my head. Quick background: I&amp;#8217;ve been doing UI design for almost 10 years now here are many things I have experienced.&lt;/p&gt;

	&lt;p&gt;1. What frequently happens when increasing a team&amp;#8217;s literacy in a corporate environment is it&amp;#8217;s extremely hard to do.&lt;/p&gt;

	&lt;p&gt;A smaller company or start-up this is practical and possible. In a larger enviornment I have found this next to impossible. People become extremely territorial. You have to be extremely patient to change the culture.&lt;/p&gt;

	&lt;p&gt;2. Trying to stay ahead of the sprint / development cycle from a UI perspective is a lot of hard work. This is especially true when non-technical and non-UI people can&amp;#8217;t visualize a lower fidelity design &amp;#8211; such as a paper prototype. I&amp;#8217;ve resorted to hybrid proto-typing methods with interactive &lt;span class="caps"&gt;PDF&lt;/span&gt;&amp;#8217;s and notations and physical demonstrations of these.&lt;/p&gt;

	&lt;p&gt;3. In several companies I have noticed teams of UI designers and a lead UI person to coordinate the overall design vision.&lt;/p&gt;

	&lt;p&gt;It becomes really hard to do this if you are the Only UI designer. Every design decision becomes increasingly complex and sometimes justifying your designed experience becomes a daily occurence.&lt;/p&gt;

	&lt;p&gt;4. Your developers not just the Product owners and UI designers must share the same vision. This is easy to say hard to do.&lt;/p&gt;</description>
      <link>http://www.thinkingandmaking.com/view/agile-user#content_26043</link>
      <guid>http://www.thinkingandmaking.com/view/agile-user#content_26043</guid>
      <pubDate>Fri, 18 Jul 2008 21:00:52 GMT</pubDate>
      <author>Preston McCauley</author>
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      <description>&lt;p&gt;Well, at the very least I&amp;#8217;d suggest throwing those requirements out on a wiki somewhere. If the generic requirements can also be elucidated with examples (and anti-examples!) then that might go a long way towards helping educate. Also don&amp;#8217;t forget the &amp;#8220;why&amp;#8221; on these requirements&amp;#8212;this is one of the easiest ways to motivate the requirements but it is often all to easy to leave them off (incidentally, this is why I think user stories which explicitly state the value they are extracting are great).&lt;/p&gt;

	&lt;p&gt;After that, I&amp;#8217;d say it&amp;#8217;s probably just a continual process of interacting with team members, and referencing the wiki docs when you do&amp;#8212;&amp;#8220;teach the team to fish.&amp;#8221;&lt;/p&gt;</description>
      <link>http://www.thinkingandmaking.com/view/agile-user#content_18654</link>
      <guid>http://www.thinkingandmaking.com/view/agile-user#content_18654</guid>
      <pubDate>Wed, 16 Apr 2008 01:44:01 GMT</pubDate>
      <author>Jon Moore</author>
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      <description>&lt;p&gt;One of my goals has always been to increase the team&amp;#8217;s design literacy. That&amp;#8217;s just good practice in any organization with any process. Design literacy enables faster, better, more advanced collaboration, and that&amp;#8217;s exactly what an agile process needs.&lt;/p&gt;

	&lt;p&gt;We&amp;#8217;ve divided user tasks on the site into four major groups, and we have a set of &amp;#8216;generic&amp;#8217; requirements for each. (More like best practices for that kind of task.)&lt;/p&gt;

	&lt;p&gt;I&amp;#8217;ve been struggling with the best way to communicate these requirements to both engineering and design. Any suggestions?&lt;/p&gt;</description>
      <link>http://www.thinkingandmaking.com/view/agile-user#content_18626</link>
      <guid>http://www.thinkingandmaking.com/view/agile-user#content_18626</guid>
      <pubDate>Tue, 15 Apr 2008 17:11:52 GMT</pubDate>
      <author>Austin Govella</author>
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      <description>&lt;p&gt;I think what you&amp;#8217;re describing is a skillset bottleneck&amp;#8212;not enough &amp;#8220;UX&amp;#8221; folks to go around. Classic agile solution is to have other members of the team (engineers, designers, product folks) pick up some of the simpler tasks, with UX review/guidance, and let the true UX folks focus on the hard/new stuff. On the engineering side, for example, we have backend engineers do some minor frontend work when our frontend guys are overbooked, allowing them to do all the crazy &lt;span class="caps"&gt;CSS&lt;/span&gt; styling stuff.&lt;/p&gt;

	&lt;p&gt;Do you think that kind of model would work? I&amp;#8217;d imagine after working closely with a set of designers/product folk/engineers they would catch onto your style and tend to come up with an almost-there solution that could be quickly reviewed and tweaked.&lt;/p&gt;</description>
      <link>http://www.thinkingandmaking.com/view/agile-user#content_18440</link>
      <guid>http://www.thinkingandmaking.com/view/agile-user#content_18440</guid>
      <pubDate>Sat, 12 Apr 2008 05:32:36 GMT</pubDate>
      <author>Jon Moore</author>
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