Today TDDD26 Development of Interactive Systems /Utveckling av interaktiva system 6 hp soon to be Agile System Development and User Experience • • • • 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) 1 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 • • • • 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 2 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 3 • • • • • • • 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 4 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 • • • • • 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 5 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 6 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 – – – – – – 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: – – – – 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 7