much quantitative and qualitative end-
user validation data as you can get your
hands on.
coatta: So far, we’ve looked at this
largely from the UX side of the equa-
tion. What are some of the benefits and
challenges of using Agile to implement
UX design from more of an engineer-
ing perspective?
aGathos: The biggest challenge we
faced in this particular project—at
least after we had completed the first
version of Polestar—had to do with
changes that were made in the overall
architecture just as we were about to
finish a release. Even in an Agile environment you still need to think things
through pretty thoroughly up front,
and then sketch out your design, prototype it, test it, and continue fixing it until it becomes stable. As soon as you’ve
achieved something that’s pretty solid
for any given layer in the architecture,
you need to finish that up and move on
to the next higher layer. In that way, it
is like creating a building. If you have
to go back down to the foundation to
start making some fairly significant
changes once you’ve already gotten to
a very late stage of the process, you’re
likely to end up causing damage to everything else you’ve built on top of that.
The nice thing about Agile is that it
allows for design input at every sprint
along the way—together with some
discussion about the reasoning behind
that design input. That’s really important. For example, when we were working with Julian, he explained to us that
one of the fundamental design goals
for Polestar was to minimize the number of clicks the end user would have
to perform to accomplish any particular task. He also talked about how that
applied to each of the most important
user stories. For us as developers, it really helped to understand all that.
I don’t think we have exchanges like
that nearly enough—and that doesn’t
apply only to the UX guys. It would also
be good to have discussions like that
with the program managers.
GosPeR: In those discussions for the
Polestar project, one of the greatest
challenges for me had to do with fig-
uring out just how much depth to go
into when describing a particular de-
sign specification. Sometimes a set of
wireframes supporting a particular use
case seemed to be good enough, since
most of what I wanted to communi-
cate could be inferred from them. But
there were other times when it would
have been helpful for me to break
things down into more granular speci-
fications. It was a bit challenging in the
moment to sort that out, because on
the one hand you’re trying to manage
your time in terms of producing speci-
fications for the next sprint, but on the
other hand you want to get them to the
appropriate depth.
what it is they actually want.
coatta: Since we’re talking about
how engineers and designers live in
different worlds and thus employ different tools, different skill sets, and
different worldviews—what do you
think of having software engineers get
directly involved in formative testing?
Does that idea intrigue you? Or does it
seem dangerous?
GosPeR: Both, actually. It all depends
on how you act upon that information.
At one point there is an internal validation process whereby a product that is
just about to be released is opened up
to a much wider cross section of people
in the company than the original group
of stakeholders. And then all those
folks are given a script that allows them
to walk through the product so they
can experience it firsthand.
What that can trigger, naturally, is
a wave of feedback on a project that
is just about finalized, when we don’t
have a lot of time to do anything about
it. In a lot of that feedback, people
don’t just point out problems; they also
offer solutions, such as, “That check-mark can’t be green. Make it gray.” To
take all those sorts of comments at
face value, of course, would be dangerous. Anyway, my tendency is to think of
feedback that comes through development or any other internal channel as
something that should provide a good
basis for the next user study.
RutteR: UX design should always
involve contact with lots of different
end users at plenty of different points
throughout the process. Still, as Julian
says, it’s what you end up doing with all
that information that really matters.
When it comes to figuring out how to
solve the problems that come to light
that way, that’s actually what the UX
guys get paid to do.
Related articles
on queue.acm.org
The Future of human-Computer Interaction
John Canny
http://queue.acm.org/detail.cfm?id=1147530
human-KV Interaction
Kode Vicious
http://queue.acm.org/detail.cfm?id=1122682
Other People’s Data
Stephen Petschulat
http://queue.acm.org/detail.cfm?id=1655240