You are previewing Agile Experience Design: A Digital Designer’s Guide to Agile, Lean, and Continuous.

Agile Experience Design: A Digital Designer’s Guide to Agile, Lean, and Continuous

  1. Title Page
  2. Copyright Page
  3. Acknowledgements
  4. Foreword
  5. Preface
  6. Contents
  7. Part One. Looking at agile and why designers should care
    1. 1. Redesigning Design
      1. Creative heroes and IT villains
      2. Don’t shoot the messenger
      3. Design in a vacuum
      4. Life and time has moved on
      5. A manifesto for agile experience design
      6. Make it collaborative, iterative, and intense
      7. Make the vision real
      8. Continuously develop the detail
      9. Make the design responsive
      10. What are we waiting for?
    2. 2. The Waterfall Has Dried Up
      1. Current state
      2. Agile deconstructed
      3. Agile experience design
      4. Redefining done
      5. In summary
      6. Coming next
    3. 3. I’m a designer, why should I care?
      1. Is agile anti-design?
      2. A big design challenge
      3. Where design fits
      4. Who are designers?
      5. In summary
      6. Coming next
    4. 4. Setting the Scene
      1. An agile experience design project
      2. Agile team structure and the role of the designer
      3. The agile project environment
      4. Agile project communication
      5. Agile project management
      6. In summary
      7. Coming next
  8. Part Two. How to design compelling experiences and deliver them—quickly
    1. 5. Get ready to go
      1. Identifying the problem—and the solution
      2. How do we do it?
      3. The role of models in the process
      4. Who do we need?
      5. How are we going to structure our time?
      6. We’re together, what now?
      7. In summary
      8. Coming next
    2. 6. Agile Discovery
      1. Getting started
      2. Three i’s of collaborative discovery
      3. Business Intentions
      4. Customer insights
      5. Implementation
      6. Bringing it all together
      7. In summary
      8. Coming next
    3. 7. Envisioning Success
      1. Creating creative
      2. Make it happen
      3. Idea generation
      4. Refine
      5. Explore
      6. Validate
      7. Pivot
      8. In summary
      9. Coming next
    4. 8. Elaboration: Ready, steady, build
      1. The minimum viable product
      2. User stories
      3. Goals and journeys
      4. Estimation
      5. In summary
      6. Coming next
    5. 9. Into Development
      1. Iterations: The heartbeat of delivery
      2. Working as a team
      3. Design documentation
      4. Working with the product owner
      5. Working in iterations
      6. In summary
      7. Coming next
    6. 10. Beyond Agile to Continuous
      1. What does launch look like?
      2. Beyond releases to continuous improvement
      3. Listen and measure
      4. Do the numbers add up?
      5. In summary
      6. Coming next
  9. Part Three. The Toolbox
    1. Affinity mapping
    2. Analytics
    3. As-is experience design review
    4. As-is/to-be process mapping
    5. Camera as documentation
    6. Collaborative design
    7. Competitor review
    8. Context scenarios
    9. Contextual inquiry
    10. Customer experience/journey map
    11. Customer testing
    12. Design review meeting
    13. Elevator pitch
    14. Ethnographic research
    15. Hot air balloon
    16. Idea generation
    17. Information design
    18. Insights
    19. Look inside
    20. Me and my shadow
    21. Personas
    22. Product box
    23. Prototyping
    24. Retrospective
    25. Showcase
    26. Stand-up
    27. Storyboarding
    28. Story map
    29. Task analysis
    30. Trade-off sliders
  10. Index
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An agile experience design project

To get an idea of experience design on an agile project, let’s think about what’s needed to get us from the start to the finish. Creating a mental model for these activities makes them easier to understand and apply, so we’ve grouped them into the following five stages (4.1).

4.1. Iterative activities grouped together with the agile project framework.

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Project activities not definitive gates

There are no hard and fast rules about where you should start or when you need to move on to the next set of activities. In fact, you might repeat some activities in each phase, iterating, testing, and building on previous ...

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