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Articles by Lane Halley

Principal Designer Lane Halley's career spans the formative years of the interaction design profession. Prior to joining Cooper in 1997, she worked in marketing, technical account management, technical writing and product management roles at SSC, Microsoft, Mindscape and SenSage. While at Cooper, Lane has helped companies ranging from start ups to fortune 100 companies create compelling design solutions for enterprise and consumer applications, websites and devices.

Innovation Games for your Agile UX Toolbox

A few months ago, Luke Hohmann visited Cooper to teach a special session of his Innovation Games class. Alan Cooper, Steve Calde, Tim McCoy, Jeff Patton and I and spent two days with Luke learning about the games and practicing how to apply them in different situations. Since the class, I’ve often found myself reflecting on what I learned. I’d like to share with you how I’ve adapted some of the techniques in my User Experience consulting practice:

  • I look for opportunities to make all my meetings more engaging and participatory. A collaborative process generates a different kind of results than a meeting run by a single facilitator. When people work together to create an artifact (as you do in “Spider Web,” “Start Your Day”, and several other games) they are more engaged in the conversation and it’s easier to get participation from the entire group. You also have a useful record of what you talked about for future reference. My meeting room “kit” now contains large newsprint pads, sticky notes and thick black markers so we can jump into an Innovation Game at any time it becomes relevant.
  • At our ChiFoo workshop, Jeff Patton and I used a variation of “Speedboat” to guide a group discussion about blending Agile and User Experience (UX) techniques. We asked people to tell us what “anchors drag them down” and what “winds support them.” You can see a picture of the results on flickr. We budgeted about 45 minutes for the exercise, and people wanted to keep going well into lunch. The process of sharing our thoughts visually and verbally created a sense of community and shared direction in the room that surprised and pleased me.
  • I found the Innovation Game role of “observer” and the process of recording one observation per index card useful in another context. While teaching interviewing skills at Atomic Object. We grouped the interviewers in pairs (main interviewer, backup interviewer) and had the rest of the people sit behind the interview subject and act as observers, taking notes on index cards, one observation per card. After the interview, we did a group debrief of the observations and found that we had excellent coverage of what we’d learned. Even though none of the student interviewers caught all the details, as a group they covered everything. Another benefit; we quickly reached a shared understanding of the key insights from the interviews. I can imagine this would be equally as useful during usability testing, either behind glass or with silent observers.
  • And, for my personal and professional planning, I’ve found “Remember the Future” valuable to help me clearly articulate my long term objectives, and the specific measurable steps I need to follow to accomplish them.
Thanks again, Luke, for a memorable class, and some useful additions to my UX toolkit! For more information about the Innovation Games event, please see the Cooper Journal post about the event, and the full set of photos on flickr.

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Blending Agile and UCD at CHIFOO

The Computer-Human Interaction Forum of Oregon (CHIFOO) hosted Lane Halley and Jeff Patton for a talk and workshop on blending agile practices and user-centered design. On Wednesday night, May 6th, Lane and Jeff presented a talk titled “Making Sense of User-Centered Design and Agile.” Thursday, May 7th, Lane and Jeff taught a full-day workshop titled “All Together Now: Blending Interaction Design and Agile Development Techniques.”

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The slides from the May 6th talk are available on SlideShare. Pictures of the May 7th workshop are available on Flickr.In the talk May 6th, Jeff and Lane provided a brief history of agile, discussed some challenges to blending UCD and agile, and shared some of the emerging best practices.

In the workshop May 7th, Lane and Jeff introduced participants to some of the challenges involved in bringing User Experience (UX) techniques into an agile project. Then, we formed smaller groups to explore an "Agile/UX toolbox" of techniques that support collaboration, visibility and iteration:

  • Understanding users
  • Sensemaking
  • Developing a product concept
  • Translating a concept into a plan
  • Sketching and iteration

By the end of the day, workshop participants gained hands-on experience with UX techniques they can use to help their agile teams think about users, create product concepts and communicate about design in an agile way.

Thanks to the folks at CHIFOO for hosting a great event, and thanks to everyone who attended!

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Alan Cooper video: “Similarities Between Interaction Designers and Agile Programmers”

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During the Agile 2008 conference, Amr Elssamadisy interviewed Alan Cooper on the topic "Similarities Between Interaction Designers and Agile Programmers." During their conversation, Alan provides additional context for his talk, "The Wisdom of Experience" and explains why he believes the adoption of Agile methods by developers is a positive development for interaction designers.

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Cooper hosts Innovation Games class

Luke Hohmann, author of Innovation Games: Creating Breakthrough Products Through Collaborative Play will be here at Cooper to teach an intensive, two-day class about Innovation Games, March 30-31, 2009.

When: March 30th-31st, 2009 Where: Cooper, 100 First Street, 26th Floor, San Francisco Price: $995 per person, $895 per person for two or more attendees To register: visit the registration site. For group discounts, send email to info@enthiosys.com

I was intrigued by the Enthiosys display at the Agile 2008 conference. Every time I passed by, the booth was filled with folks filling out colorful stickies and pasting them on posters containing grids and trees. Once I overheard a group of people engaged in passionate discussion about the relative benefits of different kinds of sunglasses. I asked what was going on, and learned that this was an Innovation Game called "Buy a Feature."

Because I am somewhat skeptical about feature-collection as a product design mechanism, I asked Rich Mironov to explain this to me. Did he really believe that you could ask people what features should be in a product and use that information with any confidence? Rich explained that you didn't listen just to what people said they wanted, you need to encourage discussion about why those features would be valuable, and how they would be used if they were available. At last, I suspected I'd found an ally in the product management world who understood that you needed to get behind feature requests to the human needs those features serve.

After I read Innovation Games: Creating Breakthrough Products Through Collaborative Play, I began to see potential for new ways to engage with my clients in a more fun and collaborative way. Several of the techniques described are similar to the techniques I use in my research: Me and my Shadow, The Apprentice and Show and Tell. Another set seemed to be new ways to collect some of the information I collected through direct research, but in a new way: Start your day, Spider web, Remember the future, Give them a hot tub.

As an experiment in trying new things, and to build better understanding between the Agile Product Management community and the Interaction Design community, Cooper has invited Luke Hohmann to come teach a session of his Innovation Games workshop at Cooper. We hope you can come join us!

About the class

Designed by Enthiosys, a leading provider of agile product management consulting services, Innovation Games are serious games that help you understand how your customers think and what they value. This course will provide you with the tools to plan, play, and process the results of the games. You’ll also receive comprehensive notes, worksheets, templates, and books to help you bring your new experiences into active practice on your own projects.

In a recent Forrester report, analysts TJ Keitt and Tom Grant explain:

Serious gaming… can circumvent many of the traditional problems with product requirements, including collecting sufficient information across customers, partners, and internal stakeholders to make product decisions. Not only are the games relatively lightweight exercises, but they also use a lighter touch to resolve many debates over product decisions.

Who Should Attend?

  • Product managers and directors of product management
  • Interaction designers and digital product professionals
  • Product marketing managers
  • Members of the professional services organization
  • Any member of the company who has direct customer collaboration

Agenda

Day 1

  • Motivations For the Games / Case Studies
  • Overview of the 12 Games
  • Market Research Overview
  • Using Innovation Games® to drive innovations in your roadmap
  • Using Innovation Games® to help manage your backlog
  • Logistics, Segmentation, and Planning
  • Facilitating the Game
  • Processing Observer Note Cards

Day 2

  • Extending Innovation Games to the web
  • Innovation Games® and New Product Development
  • Innovation Games® and Customer Advisory Boards
  • Tailoring the games
  • Closing discussion

About Luke Hohmann

Luke is a recognized expert on agile product management of software products and a former senior software product manager at four companies. He is also the author of three books and numerous articles on software product management. He is also a frequent speaker at software and other industry events. For more about Luke, check out the Enthiosys Web site.

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Cooper’s Q&A “Integrating User Experience and Agile” on video

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Alan Cooper, David Fore, Lane Halley and Tim McCoy were invited by Pivotal Labs to present a tech talk on Agile and User Experience Design on December 10, 2008. Rather than present a prepared presentation, we took questions from the audience and engaged in an hour of interesting conversation about the challenges of integrating User Experience Design and Agile.

The video is available here.

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Agile ’09 Call for Submissions

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Cooper is a proud co-producer of the User Experience stage at Agile 2009, the annual Agile Alliance conference. We look forward to hearing your stories about how User Experience techniques enhance Agile projects. Visit the User Experience section to learn more, and to submit a proposal. The deadline is March 3rd, 2009.

The conference will be in Chicago, August 24 to 28, 2009. We hope to see you there!

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Cross Country featured in Google Maps case study

Cross Country, a longtime Cooper client, was recently featured in a Google Maps Success Story. Cross Country Healthcare (CCH) is one of the largest providers of healthcare staffing services in the United States.

In the article, Google reports that “Using the Google Maps for Enterprise API, Cooper collaborated with developers at Cross Country to devise a powerful, visually enriched application that meshed seamlessly with Cross Country’s CRM system. The resulting web portal supplies nurses, allied health professionals, and recruiters with graphically rich location, facility, and housing data. For example, a nurse seeking a position in the Chicago area can specify a 10-mile radius, drill down into the map’s data points for street and vicinity information, and identify nearby assignments.”

CCTC's Job Search for travelers was one of the first enterprise-level Google Maps mash-ups. It has powerful yet simple searching, filtering and flagging capabilities. With the new traveler web portal, customers have:

  • Immediate access to rich job information and job application services unlike any other staffing company
  • Anytime/anyplace access to the system's web-based tools for seeking jobs and maintaining credentials, which provide ease-of-use and control to travelers while reducing recruiter workload
  • Ability to envision the realities of each new locale (such as housing and transportation), thus improving travelers' self-service capabilities
  • Personalization based on the traveler's past searches, nursing specialties, and lifestyle preferences

This project resulted in tangible benefits for Cross Country. According to Google, “After its first eight months, the nursing web portal realized a 77 percent increase in job-search activity. Job seekers are networking to make more informed decisions about upcoming assignments, resulting in greater job satisfaction. Additionally, a recruiter looking to place a candidate in a hospital now has sophisticated mapping technology to better match applicants with lifestyle preferences. From an administrative perspective, users can access updated payroll, insurance, and job-certification information - saving countless hours of paperwork, telephone time, and overhead expenses for everyone concerned.”

For more information about this project, please also see Cooper’s case study.

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Agile interaction design for startups: A conversation with Cameron Koczon, Co-founder, Border Stylo

Recently I’ve been trying to figure out how interaction design can be blended with Agile development techniques. William Pietri and I have been working closely with Border Stylo, a web-based startup located in Beverly Hills. Through a series of short workshops, we’ve been helping them find the appropriate blend of Agile and interaction design techniques for their team, and evolve those methods as their needs change.

Cameron Koczon and Eduardo Prats were at Cooper October 27-29, 2008 for a series of collaborative design sessions. I took the opportunity to chat with Cameron about his experiences working with a design consultancy as his small startup interleaves product definition, development and interaction design in a nimble fashion, without losing ownership if the vision and end results. Lane: Please introduce us to your company, Border Stylo.

Cameron: Border Stylo is about five months old. Our founding team is a group of very good friends from way back. Myself, Diego and Oscar went to high school together, Eduardo is Diego’s little brother, and Evan and I were college roommates. We raised a little money to build a proof of concept of a Firefox extension. Based on our proof of concept, we raised some series A funding and that took us to where we are now, constructing our Alpha release.

Lane: What is the composition of your team? How many people and what are their skill sets?

Cameron: We all wear a lot of hats. Diego, our CEO does investor relations and makes sure we stay the course in terms of our vision. We’re going to do a lot of data mining and analysis and his educational background will help us with that.

Oscar, our COO, is in charge of developing and implementing our marketing strategy. Because many of our investors are international, we plan on conducting an international release of our product. He also does a lot of the work that has to get done at a startup but is not very glamorous. He makes sure the rent and bills are paid. He handles legal, accounting and is involved in hiring. I actually don’t know how he keeps track of it all.

Eduardo and I do visual design, UI design, product definition and some of the implementation associated with that. That’s not sustainable, so we have to bring on some more people to do that.

We have a development team of three people. One, our CTO Ian, is a badass Rails developer and does a great job of keeping our team on track. Another, Evan, does all our front-end/plug in development. The third guy, Thomas is focused on the back end, making our product scalable. Again, we are in the process of expanding the team to a more sustainable size, but for now that is the full dev team. Lane: How did you hear about Cooper, and why did you choose to engage us?

Cameron: I was exposed to Cooper through the Stanford Design School. I was convinced that Cooper’s methods are important for web-based startups. I can’t image designing any sort of product without thinking about the user and the interactions associated with that. Sometimes that doesn’t jump out as being particularly important, it doesn’t scream at you like a cool graphic, but that is really the make or break for a product. I was already very excited about Cooper, so when we got our funding, and it was time to hire an interaction design team, I said “why wouldn’t we just outsource that?”

In my mind, there’s a lot of risk associated with bringing on an interaction designer, particularly if you believe in the Cooper methodology and want a team of two interaction designers. That creates all sorts of additional issues, like does the team you hire work well together? There is too much other stuff going on to have to worry about it. Even if these two interaction designers are excellent on their own, are they going to work well together as a team? All you really want is a phenomenal interaction design.

Lane: I’ve heard some people at startups say they wouldn’t outsource interaction design to another firm because they feel the design is so closely tied to the core concept of the product. How would you respond to that?

Cameron: I understand the concept of keeping the core elements of your product in house, but I don’t know if this rule is as applicable to interaction design as it is to development. The way in which we have been working with Cooper actually goes a long way towards bringing powerful interaction design skills in house. We aren’t just sending our ideas out into the ether and waiting for a neatly wrapped UI to show up on our doorstep. We are an active part of the process. This enables us to learn from the Cooper team and apply relevant techniques to future design problems. After CooperU and this intensive, Eduardo and I are well equipped to address upcoming design problems.

If your founding team already has a phenomenal interaction team, go ahead and keep it in house. If not, teaming up with experts for your crucial design challenges will have benefits that echo throughout your company. The process of developing a compelling interaction design does more than just help you figure out your product interactions, it helps you further define business goals and business definition within the context of your users.

Lane: You’ve completed two days of a three-day intensive working with a Cooper team. What is it like working with a Cooper team?

Because they so clearly have design principles engrained in their minds, and because they are fantastic designers, they are able to just bang through our problems really quickly at the high level.

Lane: How has your working relationship with Cooper evolved? How has the engagement we created meeting your needs?

We were, possibly naively, considering hiring you outright to just do our design. We planned to ask you to treat us the same as any other client. You suggested that we could do that, but because startups change so much as they grow, a large up-front design engagement might not be appropriate. We don’t know who our users will be or what our product will be like a year from now. We can do some research, and create personas, but we don’t know if that’s where we will end up. So, why throw all your energy and money into something that’s going to eventually change? Because of this, you suggested a micro version of your process that is more iterative.

I don’t think a larger company would take the results of a long design project and say “this is good, but we’re going to iterate on it, and in three months it’s going to be totally different.” Instead, they’d say “OK, thank you, we’re going to spend the next two or three years getting this thing ready to go.” It’s different for us. We want to start with something small, and once we have users, we want to do more research, and then revise the design as the product grows. We’re not going to scrap the design entirely, but we’re going to go back and question the assumptions we made, based on the results of the research. By doing a quick version of the process, we’re ready to do this multiple times. As our organization gets better and better at it, I think that’s going to be a really powerful competitive advantage.

You suggested this new way of working together, and then following that, it became clear that Agile methodologies and the Cooper methodology work really well together and reinforce each other. If you’re applying Agile, you’re going to apply it to your UI and interaction design.

The next big milestone for the relationship was when you and William (who is an Agile specialist) came down to L.A to introduce us to Agile techniques, and review some key interaction design methods. Now the whole organization is on board and we have a corporate culture around this methodology. Everyone likes Agile, and the results have been fantastic.

At this point we’ve well defined our problem as an organization. This week, we came up to SF for a three day session with Chris and Stefan. We took what we thought was a good persona and in a matter of minutes, Chris and Stefan made it an awesome five persona group which makes perfect sense. I have no problem talking about the personas, it’s like they’re real people. It happened so quickly because they were well chosen.

Once we had our personas, we built scenarios out for all our big problems. We know what we’re trying to refine in this iteration, and now we’re actually working through the interaction design. It’s an interesting mix of learning by watching them go through the process and actually getting work done. It’s a little different than a class because there are deliverables. We’re creating the actual interaction design together. After this, I can go back to the development team and say “this is what we want to make.” Instead of talking about the problem in the abstract, we can say “here’s what has been in our heads, down on paper. Let’s talk about how we get this done.”

Lane: In the story you’re telling, there are a couple of other elements you forgot to mention that I think are important to your success. Initially when we spoke, you suggested you bring in Cooper for a classic design project. At the time it was clear to me that you guys needed an apprenticeship. You needed to bring in a lot of techniques and wisdom into your organization. At the same time, you needed assistance to jump start you and take you to the next level. The first thing I recommended was that you identify people in your organization who would be responsible for user experience and interaction design.

Cameron: Right…we attended CooperU.

Lane: You and Eduardo at that point had been wearing a lot of hats, but you jelled as the interaction design team. His skill set around graphic design and visual design and your skill set around front-end UI development and CSS were nicely complementary. The two of you attended CooperU which gave you a really good grounding in the Cooper methodology, the tools that we use, and the language that we use. As our client, it’s possible to work with you at an accelerated rate because we’re all speaking the same language, and we’re all working in the same methodology.

I learned about your desire to use Agile development methods when you acquired Ian who was an advocate of Ruby and had done Agile projects previously. At that point, it was clear to me that you needed to be introduced to William, an Agile coach also interested in blending Agile and user experience techniques. So, you guys went to CooperU, and then you and I had some ongoing discussions about starting to do work on your own. We spent a little time planning a small round of user research that you did independently. Then, on a later trip, William and I came down and we spoke to your whole organization.

An important premise of Agile is that design isn’t owned by any one person, just like the product isn’t owned by any one person; it’s owned jointly by everyone in the organization. When William and I came to L.A, it was a really good way to bring everyone on board. We presented some options for interaction design and Agile techniques and the company chose what techniques you wanted to use.

After that, you started using the planning game, and story cards, and stand-ups. Now that everybody is aligned as a group and using Agile methodologies, you and Eduardo can split off to do a more focused round of design thinking. The guys back home are bug fixing on the last iteration, which is a good time for you guys to spend some time thinking about the interaction design and behavior. On this visit, you’re doing a three day intensive where we’re quickly evolving your persona set, developing scenarios and then running through your design at a high level, so that when you and Eduardo return back to your team, you are then starting to execute on what we’ve been working on here in San Francisco and taking it to the next level.

Cameron: I expect at the end of this intensive, we’re going to get some crucial documents that will easily guide us for a month or two, giving us plenty of work and opening up a lot of questions. Working with Chris and Stefan, we created scenarios for the most important interactions users will have with our product. As we worked, we sketched the interactions in OneNote and Illustrator. We now have pictures and handwritten instructions about what these interactions will look like. This is a different way of working than just talking it through and going home. I have a PowerPoint presentation that shows who my personas are, what their scenarios are, and which scenarios we addressed in this intensive. I can disseminate that throughout my organization and everyone can start getting onboard and start to say “Would this work for Sydney?” “Would this work for Luke?” That’s great for the whole organization.

Between design and development, the thing that’s going to be really valuable is that we can show the developers the pictures. Each interaction is laid out with 10-15 roughly-sketched screens. Interactions are shown, but without the final visual design. We don’t need extensive notes about what these interactions are because Eduardo and I were in the room. We save you guys’ time in the sense that you don’t have to write it up in a way that explains it. You put it on us as a startup to go back to our organization and explain what it means.

Lane: Some people say using a design agency is expensive. How would you quantify the value you got for the money you spent?

Cameron: We raised a good round, but we try to be very cautious with our money, and we don’t do a lot of excessive spending. I would say if you look at it as “it’s this much a day” it feels like a lot. When you look at the big picture of what you get in return for your money, it is downright cheap. We were able to sit in a room with experts and actively address the various design problems associated with our site. We jumped at this chance because we feel that the interactions of our site are phenomenally important. Basically there is no more work for us to do on the most important interactions on our site. That’s enough to keep our developers busy for a long time. That frees us up to do further interaction work. When we came here, I had some idea in my head about how good it was going to be, and all of my expectations were left in the dust. I would never have guessed how quickly Cooper could go through the primary interactions of our site and give us something truly exciting. The saddest part is that now i’ve seen all these interaction design ideas but I have to wait for them to come alive on our site. We have a strong Alpha now, but I have this great vision of what it will be like at the end of the next iteration. It’s killer trying to contain that excitement.

Lane: So, if you had to put a ratio on it, if you guys tried to work through all this by yourselves, how long would it take?

Cameron: I just don’t think we would have solved the problem at the same level. Our product would be worse. It’s not a ratio of some sort; we just wouldn’t have gotten here. We would have achieved a solution; there are any number of “solutions.” We never would have achieved a solution that’s as good as what Chris and Stefan put together, and certainly not as quickly. There’s no question. And if we were going to hire people of their caliber, it would have taken a great deal of time and cost a great deal of money. I don’t necessarily think that a full time, expert UI team is necessary at the beginning of a startup particularly when conserving money and being resourceful are so critical to success.

I want to show progress to our investors as we try to raise new rounds, and I want to indicate to them that I’m not using their money poorly. I didn’t go out and buy a Ferrari and we didn’t get ten assistants. I want to come back to them and say “This is the interaction design.” Frankly, they like the fact that we went to a professional firm. They know something about the skill set of our team and agree with the decision to bring on a professional firm to help create a top-notch UI. It also gives more credibility to our UI. Something like that can be pretty subjective, but when you have an authority figure, it gives you a stronger position.

Lane: When do you think it’s appropriate for a startup to hire an external interaction design firm?

Cameron: As soon as possible, but there are a few things I think a startup should do before going to an outside firm for anything. First, I would say the team should be very sure of what it is that they are trying to create, what their vision is for the product / service, and what the business goals associated with that vision are. Unless the team is on sure footing with respect to these concepts, the UI design work will not pack the same punch.

Next, I would suggest thinking seriously about who the user of the product is. Understanding your prospective user (or doing actual research if you already have users) will go a long way towards creating meaningful personas and thus meaningful interactions.

With respect to Cooper, it was very helpful for Eduardo and I to have read About Face and then taken the Interaction Design Practicum. Being on the same page in terms of methodology and terminology enabled us to really get the most out of our time here.

The more interesting question might be when to completely move all interaction design in house. I think we will have a nice transitional period where we do increasing amounts of the work and ping Cooper for high level advice. At some point that might go away, but I am not even convinced of that yet. There is an extent to which it is like having a UI expert on your Board of Directors.

Lane: What do you think are the benefits of being an Agile organization?

Cameron: I assume that the name comes from how it makes you feel as an organization, which is that you’re nimble, flexible. You respond to problems quickly, and you move through numerous iterations. For a startup, Agile solves a lot of problems. First, it helps prevent against founder myopia. Just like everything else in a startup, product visions need to evolve. Still, it is very easy for founders to take a long-view that doesn’t enable them to see short term opportunities. Working in multiple iterations provides very natural breaking points for the team to take stock of the business, the current environment, where they are now, how things have changed, and where they want to go.

The specific Agile methodologies we have employed are daily stand-ups, which are a 10 minute discussion at the beginning of every day where we talk about what we did yesterday and what we’re going to do today. Stand-ups are attended by designer and developer teams. Every Friday we do a recap of the week where we talk about how things went and drink a few beers, and it’s kind of fun.

There are some other Agile techniques in the pipeline for the development group, e.g. pair programming and test-driven development. The thing that was particularly valuable for us was the way we defined our next six-week iteration. We got everyone from the organization in the room and had a town hall meeting to get the “big themes” we need to address in this iteration. We wanted everyone to feel like they had a voice. This is a startup, everyone gets excited, and everyone gets to say something.

Eduardo and I do a lot of the product definition. We pared those big themes down into the core ones and created a list we used to do the planning game. In the planning game, we put the individual bits of functionality that we wanted in the next iteration on individual index cards. Then, we sat down with development and said “we developed these from the big themes and this is what we feel is important. Let’s talk turkey about how to prioritize and see how long it will take to do them.” It went fantastically. Everyone is more excited about the iteration because they were all part of that. That makes a big difference.

Then we used the task board. We put up the cards in order of priority, and we use that as a part of the weekly recap to see how we’re moving through the cards. Some of those things like putting up a task board are one-off, but the difference has been substantial. Communication was an issue for us before. Everybody was really hectic, running around. We were all wearing a lot of hats; you’ve got a lot of stuff to do, and you don’t always have time to also think of what other people were doing. So this forced everybody to stop and say “whoa!” let’s take it easy, let’s think this through.

Everyone is in a much better mood. Communication is shared in a much better way. We even had mini-stand-ups while we were up here. We called in to do some catch ups and let them know what’s going on. No-body feels out of the loop, everybody is on the same page, and it seems to me that we’re going to hit the iteration and I think it’s going to feel really good.

Lane: How do user your experience activities and Agile development activities fit together?

Cameron: In the same way that developers have a series of tasks that have time associated with them, we’re going to have that same sort of task board. When I think about Agile plus UI I think about the fact that currently we don’t know who our users are. Right now we are in development mode, so we have no users, soon we’re going to have early adopters, and then (if everything goes well) we’re going to have a large user base using the product. These groups have different needs, and I want to be constantly thinking about these needs. As we develop the product to address the new users, I want the UI development to keep pace. That is for me the most exciting element of agile UI development. It is this idea that our UI will constantly be evolving to meet the evolving needs of our user base.

Lane: How does that the design work we did this week fit into the development story cards? We identified certain personas as being important for the near term release and developed some stories about the key interactions those personas will have with your product. We then developed sketches which defined the framework of the product (i.e. the moving parts and how they interact).

Cameron: Amazingly. It’s foundational. You need a common foundation, a common ground to talk from. In the same way that it was nice to have everyone agree on some big themes for the product, it’s really nice for everyone to agree about whom are we designing for, and what are their needs? Whole cards can be thrown out; when we can ask “Does Luke need this?” Depending on which persona it is for, it can also affect the priority. That’s an amazing common ground from which to speak. I think it enables you as a developer and designer to rally for the user and make your point about where the product needs to go. These need to be iterative too. I want to evolve the personas and scenarios as we learn more about our users and their behaviors.

Lane: You brought the themes from your town hall meeting to this intensive. What was the relationship between the ideas that everyone had, and the user stories cards you created, and the scenarios and design created while you are here at Cooper? What was the continuity here, how do they relate to each other?

Cameron: The themes came up a number of times in the meetings as we considered who the personas were, and as we thought about what they might do. Here’s an example of a theme. We wanted to move as much functionality from the UI of our site to the UI of the plug-in. Our feeling is that too many social networking sites, such as Facebook, want you to remain in the walled garden of their site. We want to encourage users to leave our site, fully explore the Internet, and share that experience with their friends. As such, we need our functionality to be decentralized and detached from the site. We don’t want to interrupt your browsing experience, we want to enrich it. Given that theme, a number of times in the design meetings, we would say “if we do that, we are forcing them to come back, and that goes against this concept of decentralization.” As we already thought that through and made up our minds about its importance, it became a legitimate design consideration.

Lane: Let me know if I’ve got this right. What I think you’re telling me is that the whole company is participating in decisions about “what is our product” “what should it do” and “what matters.” You and Eduardo are then taking that input, boiling it down, and coming back to the group to say “this is what we heard.” That synthesis of what the product is, and what it should do, is feeding the story process and it’s also feeding the design process. They are related to each other, and you and Eduardo that are the link. You have a clear vision of the product in your heads, and you direct the feature set and behavior definition.

Cameron: Not entirely. The vision has spread fairly organically throughout the company and I wouldn’t say that we have some unique access to it. This is what enables us to have large meetings in which anyone who wants to can speak up about the product. I think what Eduardo and I do that is very important is to take that vision and distill it down into relevant functionality and then we prioritize that functionality so that the team is always working on the most important issues.

What do you think? Join the conversation in Comments

User Research Friday

I ventured out of the office last Friday, to join Bolt Peters and friends for User Research Friday at Mighty in San Francisco. Billed as “Emergent User Research Methods. And Drinks” URF08 was attended by about 150 professionals and students interested in the topic of user research. During his opening remarks, Nate Bolt talked about the benefits of user research, and remarked that “good ideas don’t just come from the guys in the black turtlenecks.” Nate’s comment got me thinking, what are the strengths and frustrations of the user research community, and how can interaction designers get the most benefit from user research techniques?

user_research_friday.png The userati: Dan Saffer, Indi Young, Cyd Harrell and Nate BoltIn his talk “Research and Design: Ships in the Night?“ Steve Portigal posed the questions “can you do research without design?” and “can you do design without research?” He shared some pitfalls of design without research and made his point that unless you’re extremely lucky, user research is critical for product innovation. Steve also talked about the timing of research. Should it be before or after design? Ideally, Steve recommends research and design, as a loop, done continuously.

Indi Young told us “How Mental Models Helped Teams Do What They Dreamed.” She said user research is important because it “helps us know the people we design for personally, rather than in the abstract.” Indi then provided an example of how it’s useful to think about user segments by behavior rather than by demographics. Thinking demographically, you might group people who watch movies by their age or the movies they like. If you look more closely, you’d realize that some people tell other people right away about the movies they watch. This behavior can be found in someone who is a teen-ager as well as someone who is retired. Understanding these behavioral differences help us discover unmet needs, and create great products. Indi also made a good point for selling the benefits of user research to management. Without taking a fresh look at your users, you are only using what you already know, and can miss opportunity.

After a brief break for drinks and socializing, Aviva Rosenstein took the stage to tell us about “Real Ethnography vs. Fake Ethnography.” Many of us in the interaction design field use the term “ethnographic research” to describe our flavor of qualitative research. Aviva presented an informative and entertaining academic perspective on what is and is not ethnography. Apparently, this is a debate even between university-trained ethnographers! In summary, Aviva made the useful point that interaction designers have different goals in performing our user research than cultural ethnographers, and that “ethnographically-inspired fieldwork” helps interaction designers gain insight, empathy with users and sparks creativity in design.

Kris Mihalic told us “What Mobile Research Accomplishes in 15 Minutes.” Kris shared his frustration that research and design are not always well aligned. Sometimes good research results in a great outcome. Sometimes good research does not result in a good outcome. Other times, good research has an ambiguous outcome. Kris concluded that “as a researcher, you have to live with the fact that results are sometimes not used.”

As the closing presenter, Dan Saffer brought down the house with his amusing and all-too-real “How to Lie with Design Research.” Covering a whole list of “don’ts” ranging “don’t go into the field unless you have to” through “answer questions you weren’t asked.” Dan provided an amusing reminder that user research is a powerful tool for both good and ill.

One thing I was really listening for was how people actually use research to do design. In my practice as an interaction designer, I find user research to be extremely important. I’m a strong advocate of ethnographically-inspired fieldwork (thanks for clarifying the difference Aviva!) because it helps me understand how people really work and think. I firmly believe that good research helps us create good design. It’s also easier to explain and defend design decisions when you can relate each decision to something observed in the field. To gain this level of traceability, Cooper teams model our research findings in many ways. Personas are perhaps the most well-known model, but we also model individual and group workflows, environments, and the way people think. Models help us interpret research data and make it actionable. Models also help us communicate volumes of data in an efficient way and serve as a useful reference for the entire team throughout the process.

I’ve seen some companies separate research and interaction design into two professional specialties, or even two different departments. At Cooper, we feel it’s important that interaction designers’ conduct at least some portion of the research themselves so there’s good continuity between the research and the design decisions. When research is conducted by multiple people, it’s important to jointly review and synthesize the data so everyone is working from the same models.

I appreciated a chance to hear the perspective of people in the user research community and hope to continue the conversation at the next User Research Friday.

What do you think? Join the conversation in Comments

The missing piece: How interaction design can add to Agile

Since Alan and I attended Agile 08 last August, I’ve had conversations with a lot of people about their impressions of Agile. I’ve talked with people working in a variety of settings, from scrappy startups who are iteratively defining their product and market to large companies with complex business problems working with internationally distributed teams. In each of these settings, some folks are strong advocates of Agile, some are still skeptics. It’s a broad field, and I’m still very much formulating my opinions, but I’d like to share some thoughts and observations I’ve had along the way. I also have a few ideas about how Agile and interaction design might be able to work in concert.

Some aspects of Agile create tremendous value

The people who are successful with Agile realize that it’s not just a set of techniques; Agile is about creating better products, and making the process less painful along the way.

  • Agile is about shared responsibility. As Alan says “Someone is going to design your product, it can happen accidentally, or on purpose.” Instead of an indirect cascade of responsibility, Agile makes developers partners with other people in the organization. Instead of delivering software that meets specifications, developers engage with the rest of the organization in a more collaborative way to create products.
  • Agile is about effective communication. By changing the language of product definition from “features” to “user stories” Agile helps people focus on the value the product delivers to real people, rather than the technology used to deliver that value. By bringing people together to play the planning game, Agile makes it possible for developers to ask product managers “what do you mean by that?” and for product managers to ask “this seems easy, why will this take so long?”
  • Agile helps you fail quickly. A focus on working code helps Agile projects stay honest. Instead of working for months on something that may or may not work, there’s a focus on providing smaller parts that are available for feedback and refinement.
  • Agile is a more humane way to work. Iterative development helps development teams work at a sustainable pace, and stops the death march. Agile development recognizes the fact that human resources are finite, and you don’t get something for nothing. By considering the implications of a user story, developers and product managers can have a well-informed conversation about trade-offs.

Some aspects of Agile cause frustration

Agile’s roots are in the product development world, not the product creation world. A successful product is more than well-executed technology delivered on time. As Alan likes to say “The operation was a success, but the patient died.” Most Agile techniques (e.g. peer programming, integrated testing, refactoring) are focused on effective development. Many Agile projects are staffed entirely with people who write code. At a company where everyone isn’t a coder, it can be challenging to fully integrate the contributions of business stakeholders, such as executives and product managers and other team members such as business analysts and interaction designers.

  • The Agile process does not provide tools to define key business or user experience objectives. A clear product mandate makes it easier for everyone on the project to share the same vision and contribute to a shared objective. Somewhere in the process, it’s necessary to define “What does this product do?” “Who is the customer and what does she value?“ and even “What should the experience of using this product feel like?” Many people assume that these things are determined before the Agile development effort starts, or can be figured out iteratively as development continues.
  • An Agile “customer” may not be the same as the “user.” An Agile customer is often the business stakeholder who paid for the project, not necessarily the “user” of the system. When an Agile team does have a chance to show work-in-progress to actual end-users, their feedback can be difficult to interpret or prioritize.
  • You can lose sight of the big picture. Developers need user stories to be small so they can be tested and built in a single iteration. Even when a team starts with some idea of the overall experience they want to create, once it’s broken into granular user stories, it can be difficult to identify useful interaction patterns and maintain a coherent product framework. Using Agile techniques, it’s possible to come up with solutions for every user story, and still fall short on making a product that’s a pleasure to use.
  • It’s hard to integrate visual interface design. Visual interface designers who produce static pixel-level screen mockups can find it hard to integrate their process with an Agile development team. When responding to the needs of the evolving product it can feel like they are always playing “catch up” and trying to rework visual and interaction design decisions that were made by developers as they built the product. Developers can feel that designs of this nature are “brittle” and that visual designers are not responsive to their needs.

Interaction design can help

These challenges seem to suggest areas where interaction design techniques can help. Interaction designers can partner with product managers and developers to evolve Agile from a development process to a product creation process. Although some people have the impression that interaction design is solely a “waterfall” method, in reality a highly iterative, sketch-based approach to interaction design can be quite nimble.

  • Interaction designers can partner with product managers and other business stakeholders to understand and balance business and user goals. Interaction designers can clarify and articulate the product mandate through stories and sketches that create conversation and consensus.
  • Interaction designers are experts in observing and understanding user behaviors and making this information available to the development team in the form of personas, mental models and scenarios. Depending on the timeline and project scope, this work can be done in a very compressed timeline, or successively as new insight is needed.
  • By thinking about the design problem at a higher level than user stories, (I’ve heard some Agile teams call this a “big story” or a “narrative”) interaction designers can help developers understand the underlying interface patterns and framework of the design and assist with the sequencing of user stories as they are implemented.
  • Interaction designers can facilitate design brainstorm sessions where everyone on the team can contribute ideas and jointly understand the implications of design decisions. Interaction designers can also take these varied inputs and create coherent design solutions that people can understand and use.
  • By working through interaction problems in low-fidelity sketches, interaction designers can quickly iterate on different design solutions, which helps developers save time and make good decisions.

From reading other blogs and discussion groups, it's obvious that a lot of people see the potential that Agile represents for the interaction design community (and vice-versa), but there are also a lot of questions about how this combination should work. I look forward to hearing your stories as we figure out how to best develop this opportunity. Please feel free to comment on this article, or drop me a line if you want to talk about your experiences. As I continue my research, I’ll share further thoughts on this Blog.

What do you think? Join the conversation in Comments

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