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Agile User Experience Design

Book Description

Being able to fit design into the Agile software development processes is an important skill in today’s market. There are many ways for a UX team to succeed (and fail) at being Agile. This book provides you with the tools you need to determine what Agile UX means for you. It includes practical examples and case studies, as well as real-life factors to consider while navigating the Agile UX waters. You’ll learn about what contributes to your team’s success, and which factors to consider when determining the best path for getting there. After reading this book, you’ll have the knowledge to improve your software and product development with Agile processes quickly and easily.





      • Includes hands on, real-world examples to illustrate the successes and common pitfalls of Agile UX


          • Introduces practical techniques that can be used on your next project


              • Details how to incorporate user experience design into your company's agile software/product process

        Table of Contents

        1. Cover image
        2. Title page
        3. Table of Contents
        4. Copyright
        5. Dedication
        6. Introduction
          1. Acknowledgment
        7. About the Author
        8. Chapter 1. Introduction to Agile
          1. Introduction
          2. Agile Values + UX
          3. Agile Principles + UX
          4. Common Methods
          5. Common Terms
          6. Summary
          7. References
        9. Chapter 2. Agile Methods + UX = Agile UX
          1. Introduction
          2. Fitting a UX Peg Into an Agile-Shaped Hole
          3. The UX Work
          4. Summary
          5. References
        10. Chapter 3. Case Studies
          1. Introduction
          2. Suzanne O’Kelly, AppNexus
          3. Thyra Rauch, IBM
          4. Archie Miller, Snagajob.com
          5. Carol Smith, Perficient
          6. Kayla Block, PAR Springer Miller
          7. Anonymous 1, at an Enterprise Software Company
          8. Christina York, ITHAKA
          9. Anonymous 2, a Large Desktop Software Company
          10. Austin Govella, Avanande
          11. Josh O’Connor, National Council for the Blind, Ireland
          12. Adrian Howard, Quietstars
          13. Elisa Miller, Senior User Experience Engineer GE Healthcare
          14. Summary
          15. References
        11. Chapter 4. Common Success Factors
          1. Introduction
          2. Project Over Process
          3. Team Dynamics
          4. Communication
          5. Define the Big Picture
          6. Training
          7. Adapt and Evolve
          8. Summary
          9. References
        12. Chapter 5. Frequently Asked Questions
          1. Introduction
          2. Should we Even be Agile?
          3. How Long Should Sprints Be?
          4. What Deliverables Should UX Produce?
          5. How Should the UX Team Fit in With the Development Sprints?
          6. How do you Get Developers to Talk About the Design of One Thing While They are Busy Implementing Another?
          7. What if UX Team Members have to Support more than one Project?
          8. How do we Fit User Research into the Sprint Cycle?
          9. What if the Team Claims to be Agile, but Agile Values are Nowhere to be Seen?
          10. What if the Team is not Colocated?
          11. What do i do When Someone Uses “That’s not Agile” As a Reason not to do Something?
          12. How Does the UX Team Plan and Research for the Next Release?
          13. How do you Manage Internal Stakeholders?
          14. Summary
          15. Reference
        13. Chapter 6. Using Agile Concepts for UX Teams
          1. Introduction
          2. Creating a User Experience Backlog
          3. Recurring User Testing
          4. Breaking the Work in to Smaller Pieces
          5. Constant Feedback and Iteration
          6. Recurring Events and Rituals
          7. No Design Divas or Heroes
          8. Focusing on Communication Over Documentation
          9. Thinking and Communicating in Terms of User Stories
          10. Defining Acceptance Criteria
          11. Using Less Up-Front Design
          12. Summary
        14. Index