Diana Brown's Agile User Experience Design. A Practitioner's Guide to PDF

By Diana Brown

ISBN-10: 0124159532

ISBN-13: 9780124159532

Being in a position to healthy layout into the Agile software program improvement procedures is a crucial ability in contemporary industry. there are various methods for a UX workforce to be successful (and fail) at being Agile. This booklet offers you the instruments you must make sure what Agile UX skill for you. It contains useful examples and case reports, in addition to real-life elements to think about whereas navigating the Agile UX waters. you will know about what contributes on your team's luck, and which elements to contemplate whilst selecting the simplest course for purchasing there. After analyzing this publication, you will have the information to enhance your software program and product improvement with Agile approaches quick and simply.

    • Includes fingers on, real-world examples to demonstrate the successes and customary pitfalls of Agile UX
    • Introduces useful strategies that may be used in your subsequent venture
    • Details tips to contain person adventure layout into your company's agile software/product process

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    Extra info for Agile User Experience Design. A Practitioner's Guide to Making It Work

    Sample text

    5 Sprints. Sprint Essentially, a sprint is single development iteration in a given release. Each sprint has a scope to which the team commits and its goal is to have demonstrable software at the end. A single release cycle is made up of a series of sprints. A sprint’s length is typically between one and four weeks, with a three weeks being a nice balance between meeting time and work time. Most teams use a consistent sprint length throughout the release, unless some need arises for adjustment as the team moves through the development process.

    A user story should be applicable to all the functional areas, as it is really just a specifically formatted customer requirement. A task should be specific to the functional area, and if dependencies require a UX task related to a given story to be done prior to the implementation task for that story, these dependencies can be captured at the task level. Story-point estimation When estimating effort, most methods recommend using story points rather than hours or days to determine the relative effort of the work.

    This allows the team to focus on the communication and design of the higher-level elements of the design, rather than spend time and energy explaining how a widget should look or behave. Jeff’s team also began prototyping its designs, so that members could communicate their design intentions without having to produce heavyweight documents. This allowed the team to engage in the more complex interaction design problems, rather than trying to do it all in two weeks. All of this put the team more in control of its deliverables with less effort and gave it the ability to more fully engage in the rhythm of Agile.

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    Agile User Experience Design. A Practitioner's Guide to Making It Work by Diana Brown


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