How to Make User Experience Research Robust When You’re Working Agile Just Enough for Innovation November 2015 Josie Scott.

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Presentation transcript:

How to Make User Experience Research Robust When You’re Working Agile Just Enough for Innovation November 2015 Josie Scott

2 User Experience Design is the work of creating a digital space that is immediately usable and recognizable to the people who use them. This is only possible through a deep knowledge of their goals, motivations, and needs. UX Research is pivotal!

3 Serendipity Brings Me Here  Career Volunteer (Mostly) Professional Organizations

4 A Commitment to Innovation

5 Agile – Principles Individuals and interactions over processes and tools Working software over comprehensive documentation Collaboration over contract negotiation Responding to change over following a plan

6 Agile – Process The Great UX/Agile Dilemma: How do we design in Agile? No Design/Everyone Designs Big Design Up Front (ie, Waterfall) Sprint Ahead Design

7 Agile – Process No Design/ Everyone Designs PROS Very Agile Fast, responsive and in sync with the project Allows developers to be creative CONS Chaotic design Inconsistent Not focused on users Frequently: NO RESEARCH!

8 Agile – Process Big Design Up Front (BDUP) PROS Consistent design Allows time for research Requires fewer decisions CONS Not very Agile Time-consuming Non-collaborative; over the wall design No failure allowed

9 Agile – Process Sprint Ahead Design PROS Consistent design Allows time for research Iterative Flexible and Collaborative CONS Stretches Agile Asynchronous Not everyone designs

10 What About Research??? They need answers. We have methods: Observation/Interviews Personas Innovation “Games” Card Sorts Diary Studies and Surveys Usability Testing How do we support Agile?

11 Here’s What They Need Upfront research; Persona development Small validation test End Validation Small validation test Small validation tests

12 Answer: Just Enough Testing -- JET Regular Research Event ~Once a month 8-10 users over 1 to 3 days Lower fidelity mockups – even paper Usually focused on single interaction Any user-focused activity Possible update mid-test We all watch/participate – scorecard Rapid Debrief/action plan Just enough reporting

13 JET Process Timeline MONDAYTUESDAYWEDNESDAYTHURSDAYFRIDAY WEEK 6 Compadres meet and determine hypothesis to test. WEEK 5 WEEK 4 WEEK 3 WEEK 2 Researcher: Test run through WEEK 1 Team Set up/Test day 1 /Debrief Team Test day 2/Debrief Researcher prepares prototypes, products and equipment. Researcher creates test plan, organizes recruiter and facilities. Researcher posts videos, report

14 Answer: Just Enough Testing -- JET Sprint Design Test Iterate Individuals and interactions Working…prototypes Collaboration Responding to change

15 Dispelling Myths

16 Oh, the Places We Go… with JET 12 JETs so far: Online and channel funnels Functions like geolocation Forms innovation Navigation, card sorting 50 questions so far! Multiple platforms (PC to tablet to phone) Analysis may include: Timing Errors Work (number of swipes) Sats & Qualitative

17 Questions?

Thank you!