Today TDDD26 Development of Interactive Systems /Utveckling av interaktiva system 6 hp

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Today
TDDD26
Development of Interactive Systems
/Utveckling av interaktiva system 6 hp
soon to be
Agile System Development and
User Experience
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Course information
Agile system development
Usablity/Interaction design/user Experience
Introduction to project
Annika Silvervarg
CiltLab/HCS/IDA
Teachers
• Annika Silvervarg, course leader, lectures, supervision
• Rita Kovordanyi, supervision
COURSE INFORMATION
Communication
• English and Swedish
• Webpage have all necessary information and
a lot of useful material for project
– Let me know if something is missing or could be added
• Communication by e-mail
– Webpage news will NOT be frequently updated
Course content
• System development methods with focus on agile
methods, especially Extreme programming
• User involvement during the system development
process, especially Interaction design methods
• Usability oriented testing during the system
development process
• Prerequisites:
– Programming
– Usability (TDDD35,TDDD59,TDDD60,TDDD75)
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Course organisation
• 7 Lectures (combined with exercises/project works)
• Project work in groups
– Supervision meetings
• Individual report
• Everything is mandatory to attend!
Literature
• Agile Usability. Best practices for user experience on
agile development projects by Chris Nodder & Jacob
Nielsen. Username and password will be distributed
by e-mail to course pariticipants
• Get Agile!: Scrum for UX, Design & Development
Paperback by Pieter Jongerius
• Online resources, see the home page
Changes since last year
(KURT)
• Revised lectures
– Added one more guest lecture
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Revised project specification
Clarified roles
More information about examination
More information on Sprint 0
Examination
• Project work in group
– Actively participate in all aspects of project work: design
workshop, planning game, design, coding, testing
– Actively participate in the supervision meetings
– The project is an opportunity to actively work and learn
about methods and tools introduced in lectures and
exercises
– Mandatory to attend!
– The PROCESS is more important than the product!
Timeplan
• Students are expected to work at least 160 hours on
the course. These hours can be divided as follows:
– Approx 30 hours are scheduled for activities with teacher
and supervisors.
– Approx 30 hours are scheduled for activities in the project
group. Attending these are mandatory
– Approx 60 hours should be spent on project work outside the
scheduled time
– Approx 40 hours should be spent on individual activities
such as reading and the individual report
Examination
• Individual reports
– It is the individual report that examines what you have learnt
and decide the grade you receive in the course!
• Self and Peer assesment
– A survey for self and peer assessment
– Used to corroborate the grading of the individual reports
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Examination – Individual report
• The report should show how you have personally
contributed to the project work and what the most
important things you have learned in the course are
• The individual report is an opportunity to reflect on
what insights the project have brought and how these
relate to the course literature
• The report must be well-written. A report with poor
language is returned immediately without review
Examination – Individual report
• Possibilty of getting a higher grade (”Plussning”)
– It is possible to rewrite the individual report ONCE for a
higher grade IF the first version and the peer assessment
showed that a student worked hard, but the depth of
reflection and/or references to literature were not enough for
a higher grade
Examination – Individual report
• If the report shows a poor level of effort in the project
work, it will result in the grade Fail (U/E) on the
project, and thus the grade for the course as a whole
will be Fail (U/E). The only possibility to pass the
project and the course is to take the course next time
it is given!
• To receive a high grade it is required that you have
worked hard in the project (shown through the
individual report and the peer assessment surveys)
and learned about the methods both through reading
the literature and practical work
Examination – Individual report
• Read the literature
• Take notes during development: problems – solutions,
decisions – consequences
• Read and follow the instructions
http://www.ida.liu.se/~TDDD26/exam/index.en.shtml
What is Agile?
AGILE SYSTEM DEVELOPMENT
• 70’s ”Adaptive Software Development”
• 90’s ”Lightweight methods”
• 2001 Agile manifesto
USER EXPERIENCE
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Manifesto for
Agile Software Development
What is XP?
What is XP?
What is SCRUM?
Key features of Agile
User stories
User stories
Product backlog
Sprints (Iterations)
Daily standup meeting
Burndown chart
Testdriven development
Retrospective
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Product backlog
Standup meeting (SCRUM)
Yesterday I …
Today I will …
I have some problems with ….
Burn down chart
Retrospective
Agile + Usability = ?
Agile Usability
(Nielsen & Nodder)
• Agile offers opportunity to overcome problems with
traditional methods that have impeded usability in the
past
• A narrow approach of Agile as a programming
methodology threaten progress in integrating usability
in system development processes
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UX people are bridges
UX work is early and flexible
LoFi prototype is the ongoing spec
UX work happens in a parallell track
Guerilla style UX evaluation
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Purpose
THE PROJECT
• To practice methods for user involvement and system
development, in particular XP, SCRUM and UX
• This includes designing, building and evaluating
working prototypes, but the focus should be on the
process and your experiences working with the
methods and tools
Project
• Develop an innovative prototype for a web system or
service:
– Charity
– Education
– Accessability
Project groups
• The project is done in interdisciplinary teams with
students from different educations
• Each group is both developers of a (prototype) system
and customers/(end-users) of another system
• Persons have different roles and areas of
responsibility in the group, for example Interaction
designer, Programmer and/or Scrum master, but
everyone should have some involvement in and
knowledge of all activities
Roles
• In the group you divide the participants so that 2-3
persons are customers and the rest are users
• In the group you divide the participants so that 2
persons are Interaction designers and the rest are
Developers
• One person can also be designated as project
leader/scrum master/etc in addition to having another
role (which will be smaller than the others)
Roles – Customer
• Role-play
– be engaged in the specification and creation of the system
– portrait a non-technical person
• Change your mind at least once during the project
• Answer questions promptly
• Participate in design activities with Interaction
designers
• Participate in planning games
• Write acceptance tests
• Participate in sprint demos/acceptance testing
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Roles – User
• Participate in at least two usability test sessions at the
end of the iterations (pretending to be end users of the
system)
Roles – Interaction designer
• Specifiy/Design the system together with the customers
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Workshop with customers
Create and evaluate LoFi prototypes
Personas?
Storyboarding?
Wireframes?
HiFi prototypes/GUI programming?
• Plan and execute usability test sessions and acceptance
test sessions
• Help the customer during planning games
• Help the customer write acceptance tests based on
usability?
Roles – Developer
• Perform two planning games
– The first includes both release planning and iteration
planning,
– the second just iteration planning
• Implement a working prototype during each iteration,
using several XP practices:
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Testdriven programming
Pair programming
Continous integration
and more…
Project outline
• Iterations/Sprint
Roles – Scrum master
• Is a combination of coach, fixer and gatekeeper
• Helps the team do the best work they possibly can
• Is responsible for making sure a team lives by the
values and practices of Scrum
• Holds an evaluation meeting after each sprint – a
Sprint retrospective – during which experiences and
conclusions are reviewed
• Has less authority than the traditional project leader
Course/Project outline
• http://www.ida.liu.se/~TDDD26/project/index.en.shtml
– Startup
• Specify system as customers
• Set up developer team
– Sprint 0
• Initial design and workshop with customers
• Set up workplace
• Set up technical plattform
• Sign up at
http://www.ida.liu.se/~TDDD26/project/new-form.en.shtml
• Groups will be announced on Thursday
– Sprint 1 and Sprint 2
• Design/Usability activities
• Implementation
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