Coverart for item
The Resource User-centered agile methods, Hugh Beyer, (electronic book)

User-centered agile methods, Hugh Beyer, (electronic book)

Label
User-centered agile methods
Title
User-centered agile methods
Statement of responsibility
Hugh Beyer
Creator
Subject
Language
eng
Summary
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
Member of
Cataloging source
CaBNvSL
http://library.link/vocab/creatorName
Beyer, Hugh.
Illustrations
illustrations
Index
no index present
Literary form
non fiction
Nature of contents
dictionaries
Series statement
  • Synthesis digital library of engineering and computer science
  • Synthesis lectures on human-centered informatics
Series volume
10
http://library.link/vocab/subjectName
  • Agile software development
  • User-centered system design
Target audience
adult
Label
User-centered agile methods, Hugh Beyer, (electronic book)
Instantiates
Publication
Antecedent source
file reproduced from original
Bibliography note
Includes bibliographical references (p. 57-59)
Color
multicolored
Contents
  • 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
Dimensions
unknown
Extent
1 electronic text (x, 61 p. : ill.)
File format
multiple file formats
Form of item
electronic
Isbn
9781608453733
Level of compression
unknown
Other physical details
digital file. ;
Quality assurance targets
unknown
Reformatting quality
access
Specific material designation
remote
System details
System requirements: Adobe Acrobat Reader
Label
User-centered agile methods, Hugh Beyer, (electronic book)
Publication
Antecedent source
file reproduced from original
Bibliography note
Includes bibliographical references (p. 57-59)
Color
multicolored
Contents
  • 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
Dimensions
unknown
Extent
1 electronic text (x, 61 p. : ill.)
File format
multiple file formats
Form of item
electronic
Isbn
9781608453733
Level of compression
unknown
Other physical details
digital file. ;
Quality assurance targets
unknown
Reformatting quality
access
Specific material designation
remote
System details
System requirements: Adobe Acrobat Reader

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