User-centered agile methods [electronic resource] / Hugh Beyer.Material type: TextSeries: Synthesis digital library of engineering and computer science | Synthesis lectures on human-centered informatics ; # 10.Publication details: San Rafael, Calif. (1537 Fourth Street, San Rafael, CA 94901 USA) :: Morgan & Claypool,, c2010Description: 1 electronic text (x, 61 p. : ill.) : digital fileISBN: 9781608453733 (electronic bk.)Subject(s): Agile software development | User-centered system design | Agile | Agile development | Scrum | Xp | Extreme programming | Usability | Usability engineering | HCI | UX | User experience | User-centered design | Customer-centered design | Human-centered design | Iterative design | Design | Design methods | Methodology | User interface design | User research | Project management | User experience project management | Human factors | Prototyping | Contextual inquiry | Contextual design | User data collection | Interactive designDDC classification: 005.1 LOC classification: QA76.76.D47 | B498 2010Online resources: Abstract with links to resource Also available in print.
|Item type||Current library||Call number||Status||Date due||Barcode|
|Ebooks||Indian Institute of Technology Delhi - Central Library||Available|
Mode of access: World Wide Web.
System requirements: Adobe Acrobat Reader.
Part of: Synthesis digital library of engineering and computer science.
Series from website.
Includes bibliographical references (p. 57-59).
1. Introduction --
2. Common agile methods -- Scrum -- XP --
3. Agile culture -- There is only one team -- The user is on the team -- Plans and architectural work are a waste of time -- Face-to-face communication is better than documentation -- Short sprints are good. Shorter sprints are better -- Continual feedback guides the project -- How these values go wrong in practice --
4. Best practices for integrating UX with agile -- Get user feedback from real users in context -- A phase 0 to define system scope and structure -- UI design done one iteration ahead -- Validation done one iteration behind -- Parallel UX stream -- Programmer/designer holiday -- Architectural spikes for difficult issues -- UX as a full team member --
5. Structure of a user-centered agile process -- Phase 0: project definition -- Contextual inquiry and affinity diagrams -- The affinity diagram -- Work modeling -- Personas -- Visioning -- Storyboards -- User environment design -- Paper prototyping -- The release planning session -- Writing user stories -- Estimating cost -- Planning the release -- Running sprints -- Sprint planning -- Working with development -- Sprint interview preparation -- The sprint interview -- The interpretation session --
6. Structuring projects -- Jumping on a moving train -- System extension -- Major new release --
7. Conclusion -- Bibliography -- Author's biography.
Abstract freely available; full-text restricted to subscribers or individual document purchasers.
Google book search
With the introduction and popularization of Agile methods of software development, existing relationships and working agreements between user experience groups and developers are being disrupted. Agile methods introduce new concepts: the Product Owner, the Customer (but not the user), short iterations, User Stories. Where do UX professionals fit in this new world? Agile methods also bring a new mindset--no big design, no specifications, minimal planning--which conflict with the needs of UX design. This lecture discusses the key elements of Agile for the UX community and describes strategies UX people can use to contribute effectively in an Agile team, overcome key weaknesses in Agile methods as typically implemented, and produce a more robust process and more successful designs. We present a process combining the best practices of Contextual Design, a leading approach to user-centered design, with those of Agile development.
Also available in print.
Title from PDF t.p. (viewed on July 13, 2010).