How Agile and UX can work together

I can see 4 ways of UX fitting in with an Agile methodology like Scrum – and remember Agile is the philosophy, Scrum is a methodology for doing Agile. It can be problematic because the UX process and the Scrum sprint format don’t naturally sync together. Like a relationship, you have to work at it for both parties to be happy.

These recommendations are based on my own experience of several years working in Agile teams, and recent research of other people’s stories. Your experiences may differ…

Light

This light approach is the least disruptive and easiest to do. However, there is a some risk that the Scrum team, including the Product Owner, rejects some UX input for the simple reason that UX people aren’t present in the Scrum team all the time. They’re not there during the daily standups and so can’t defend UX when the team makes decisions like choosing which user stories to develop from the backlog.

There are 3 ways to intervene with this light approach, and you can combine any number of them as appropriate:

1 – A UX sprint before dev work starts [Minimum]

A UX research team defines the requirements, personas, user journeys, and wireframes of the whole application before dev work starts. They also validate the wireframes through conceptual walkthroughs with the customer and testing with users. It is important to have a detailed interactive prototype that the dev team can play with to get an instinctive feel for what they will be developing. This should include precise behaviours that the interface should demonstrate according to different user interactions. This is better than dense written specification documents as no one wants to read those.

The Product Owner from the Scrum team is a member of this UX research team. When they start dev work, they define and choose user stories from the backlog which respect and support the design, and they can defend or further explain details of this design to dev team members.

It is possible that no UX people will attend dev meetings, but they must at least be there to present the prototype to the Scrum team for the first dev sprint.

In principle this is a one-shot deal for the UX team, but in reality they should intervene again near the end of the dev work, to test the final working application. There is a risk that developers have made changes to the interface or workflow without consulting the UX team in order to work around technical issues. Enough time should be built in to the schedule to smooth out these modifications and retest.

2 – Design spikes [Minimum]

If dev work has already begun, we can add value by helping the Scrum team to validate prototypes through user testing or other types of evaluation and communicate the benefits in Scrum terms – ie defining what user stories are really worth working on, thus making significant time savings.

This approach requires no change in schedule or work method for the Scrum team, and the UX team can intervene at any time during or after the dev work. However, the Product Owner and perhaps the Scrum Master should take part in the UX activity, communicate the results to the Scrum team, and put those results into practice.

It is possible that no UX people will attend dev meetings, but it would be good if they helped the Product Owner to communicate the results of the UX input to the Scrum team.

3 – A parallel UX team partially integrated with the dev team [Recommended]

As before, the Product Owner is a member of both the Scrum Team and the UX team. Both teams work in parallel, but the UX team still needs to start at least sprint or two before the dev team.

The UX team has an idea of the overall application and defines the user stories through a research phase before the dev team starts work. At this point they can take 1 of 2 approaches:

  1. If they have enough lead time, the UX team can research and create a prototype of the complete system, and deliver it as the stable product vision to the dev team. They then act as a support role to help developers translate the details into a working product. They do this by being present in certain meetings or even by sitting in the dev team 1 or 2 days per sprint.
  2. If they don’t have much time, the UX team and the dev team agrees which user stories they will focus on and in what order, then in each sprint the UX team will produce narrow and deep prototype chunks to illustrate the user stories that the dev team will work on in the following sprint. The UX team carries out user testing to validate each chunk before they deliver it to the dev team. There are regular meetings with at least the lead UX person, the Product Owner, and the Scrum Master to communicate the details of these prototype chunks. As in option 1, a UX or UI person is available to support the Scrum team in case of need.

This approach attempts to emulate full integration of the heavy approach, but without the tensions that can go with it.

Typical scenarios in the light approach

These are the usual scenarios for how we can combine approaches:

  • Just approach 1 (UX pre-sprint) – This sets the Scrum team on the right course, but then the UX team is not around to help with course adjustments.
  • Just approach 2 (UX design spike) – This can add great value at any time but it cannot make fundamental changes, even if they are needed.
  • Approach 1 and 2 together – This optimises chances of overall success with the lightest touch. We tried this in my work at Five by Five with various clients, and it worked out quite well given the constraints you are usually under as a consulting agency. One downside however is that because it is still a light approach, finer UX details may slip through the cracks.
  • Just approach 3 (parallel work with partial integration) – This maximises chances of overall success, and the small details that can have big effects are not forgotten. The UX and the dev team get to know each other better and have a greater sense of shared ownership and responsibility for the product.

Heavy

If done well, this approach could see the biggest benefits, but it is the most disruptive with no guarantee of good results. It is very hard to do and some people even think it is fundamentally impossible. I worked like this for several years in various teams, with mixed results and a lot of arguments with developers and managers!

4 – Direct full-time integration of UX people into a Scrum team [Not recommended for most projects]

This approach needs advance planning, A LOT of goodwill from developers in the Scrum team, and a Scrum Master and Product Owner who are motivated by UX. The UX people and Scrum developers need to have a good relationship, and the UX people should never be seen to dictate the direction of work to the developers, without referring to objective user research or testing.

Both the Scrum and UX work cycles need to be modified to allow at least partial synchronisation. A method needs to be found to accommodate the transverse nature of UX work with the narrow and deep nature of dev sprints. The UX team will share the Agile customer role with the product owner.

The usual approach is that the UX team starts a sprint or two before the main dev work with a research phase. The UX team then has an idea of the overall application and proposes a list of use cases which are more abstract than the usual Scrum user stories. The Scrum Master or Product Owner then translates these use cases into Scrum user stories. Then in each sprint the UX team produces narrow and deep prototype chunks to illustrate the user stories that the dev team will work on in the following sprint (so that mean the UX team is always one sprint ahead).

If the UX team doesn’t have enough time in each sprint to user test each prototype chunk, user testing of larger chunks or even the whole application prototype will need to done at some point. The team should build in time to make adjustments according to the results of this user testing.

The UX people are there to defend their designs in the daily stand-up meetings, sit near the developers and closely collaborate with them to find alternative solutions to design problems, so that the application keeps on course and stays aligned with the prototype.

Resources and further reading

Poster or stamp? Use sensible defaults for product previews

I love the London Transport Museum shop, especially the classic posters. I love how they provide a preview pane with an everyday object so you can imagine how the poster might look in your home. However, I don’t love this ridiculous default size when you first arrive on the page – makes me think I’m buying a postage stamp, not a poster!

Use sensible defaults for product previews, and check for sizing bugs!
Use sensible defaults for product previews, and check for sizing bugs!

Avoid jobs advertised as “UI/UX Designer”

Jobs such as “UI/UX Designer” are often advertised in France and some other countries – but you should think twice before applying even if you have a background in visual design. They may indicate that the company misunderstands UX or doesn’t really value it enough.

The real definition of UI

Before I tell you what’s wrong with these types of jobs, let’s remind ourselves what User Interface really means. UI is the medium through which the designer can communicate options to the user, and for the user to reply with their choices.

Usually it is a visual medium – Text, images, and buttons etc on a screen, but often it is non-visual, like when you phone an automated service and listen to the options, or feel vibrating feedback when you press a button on your touch-screen phone.

That’s why the image below of the user interface makes sense – It’s about dialogue and communication, not just visual design.

User Interface
User Interface model from “The Design of Everyday Things” by Don Norman

The industry definition

When you see UX jobs advertised with “UI” or “designer” in the title, such as “UI/UX designer” what they usually mean is they want someone who is primarily a visual designer, but with an appreciation of UX – Someone that can work on a GUI or Graphical User Interface.

They’ll usually want the candidate to work on websites or software which will be used by the general public. They’ll need to compete with other sites or products on the open market, with a very polished, professional-level visual appearance – so the primary skill HAS to be visual design.

Why this is a problem

Visual design is too important to leave to a half-time person, and so it is with the UX strategy, analysis, and prototyping which serve as the foundation upon which the visual design will rest – not to mention the testing and other research methods needed to refine a product.

Furthermore, placing UI as equivalent to UX in a job title is a red flag – UI is a component of UX – and in fact when done well, UX will deal with the totality of the user’s experience with a company, service, or product, from website to in-store customer service.  When the ‘UX’ work is targeted solely on the UI, you end up with a broken experience, as I wrote about when I was an Orange customer.

Now, of course it’s good for the visual designer or any other team member to have an appreciation of the whole of UX so they can work well with others in the team, or even do some parts of other closely-related functions.

But when you go further than that – when you want a UX Unicorn to handle everything, you get these problems:

  • Jack of all trades, master of none – resulting in a mediocre product which is only as good as your weakest skill
  • Spreading yourself too thinly – UX often needs the different functions to run in parallel, so this results in long hours and lots of workplace stress
  • Conflicts of interest – user testing your own designs; or in periods of stress, reverting to your core skills such as making the interface look good at the expense of making it work well

Why these jobs are advertised

The fact that these job titles exist is due in my opinion to one or more causes:

  • A lack of maturity in the market
  • A poor of understanding of UX
  • Not wanting to spend money on proper specialists because the company doesn’t really value UX
  • The company can’t afford people with the correct skills to do the work

So jobs like “UI/UX Designer” ring all these alarm bells for me, which is why I steer clear of them, and that’s why you should too.

Situations where having a combination UI/UX designer might be acceptable

I can think of some jobs where the visual design burden will be low enough to allow you to do the other vital UX work, like hosting workshops or testing prototypes with users:

  1. You are making tools for internal company use only, and employees must use these tools and no others. In this case you will have a captive audience, and there is no need for an advanced visual design effort to seduce customers
  2. You are using a template – Most graphical elements have already been created and you can just drop them into place
  3. You are making desktop software using standard buttons, menus and other UI elements. You may only need occasional input from a visual designer for splash screens, etc
  4. You are working on a small project, with low time pressures, and with users who are not sensitive to how your product looks

If you are a UX professional or UX recruiter, let me know what you think in the comments below, especially if you disagree!

Plan ahead when designing semi-transparent overlays

This is a web version of the common problem you see in subtitled films – white text on a white background is going to be very hard to read (see Gaîté lyrique). I always prefer automatically overlaid text to have a dark mask behind it to guarantee sufficient contrast.

White text on a black and white photo
Avoid poorly contrasting text

The consumerist website tries to avoid this with what looks like a CSS opacity fade on the background image so that the title at the bottom will have enough contrast to be seen.

The Consumerist - CSS opacity fade
The Consumerist – CSS opacity fade

This is perhaps a more elegant solution than a solid mask around the title itself, but it breaks down when viewed on a narrow mobile screen when the words bunch up across the whole image.

The Consumerist - CSS opacity fade on mobile
The Consumerist – CSS opacity fade on mobile

Supermarket receipt with categories

While on holiday I spotted another small yet great innovation for an everyday object. Here’s a supermarket receipt with the products you bought, not listed simply in the order they were scanned, but grouped together into categories.

Supermarket receipt with items grouped into categories
Supermarket receipt with items grouped into categories

This extends the standard function of receipts  (a legal document that the shop is obliged to give you), and acknowledges the real context of use for many customers – wanting to easily find the items they bought so that they can check how much they spend on certain types of food or verify that special offers were respected, etc.

This little bit of extra UX care can show the customer that the company is oriented to their needs –  Why don’t all supermarkets do this?

Gift-wrap with guidelines

I love it when I see a simple, yet genuinely useful innovation in an everyday object. This time its gift-wrap with a grid printed on the back to help you cut straight. This is the first time I’ve seen this in decades of wrapping presents! Although this might be because I don’t usually buy premium wrapping paper, seeing as it’s going to be torn apart in seconds.

Either way, this demonstrates a nice bit of UX thinking – the acknowledgement that there are in fact 2 user groups: buyers of the gift-wrap and the end user who opens it, with a side printed to meet the needs of each group.

Wrapping paper with guidelines printed on the back to help you cut straight
Gift-wrap from Marks & Spencer

 

The New Yorker has a great new responsive design… shame the adverts spoil it

Update – Only took them 2 days to fix it – well done New Yorker!

The New Yorker unveiled its new responsive redesign today, and was reviewed positively. It’s true that it is very nice, but I think the adverts pollute the clean aesthetics, and worse, they think responsive break-points don’t apply to them!

A non-responsive ad
A non-responsive ad

UX is for the whole life of a site, not just the design stage

This is the branch locator page for BNP Paribas on the French island of La Réunion. As you can see, the default zoom level in the Google maps widget is set a little bit too low!

Default zoom on Google Maps widget
Default zoom on Google Maps widget

I’ve adjusted it to a more useful zoom level below. This is a good example that shows why UX is not just for the design stage – UX principles like attention to detail and efficiency in use should also be maintained in the normal day-to-day running of a site.

A more useful zoom level
A more useful zoom level