and Shared Artefacts Agile Interaction Designers and Developers - - PowerPoint PPT Presentation

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and Shared Artefacts Agile Interaction Designers and Developers - - PowerPoint PPT Presentation

Collaborative Events and Shared Artefacts Agile Interaction Designers and Developers Working Toward Common Aims Judith Brown Gitte Lindgaard, Robert Biddle Department of Psychology and School of Computer Science, Carleton University, Canada


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Collaborative Events and Shared Artefacts

Agile Interaction Designers and Developers Working Toward Common Aims

Judith Brown

Gitte Lindgaard, Robert Biddle Department of Psychology and School of Computer Science, Carleton University, Canada

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Interaction Designers on Agile Teams

  • Agile teams are increasingly multidisciplinary
  • Problem

– Multidisciplinary collaborations are not taught – Result: culture clashes, miscommunications

  • Research Questions

– How do successful collaborations occur in real agile teams? – What purposes do these collaborations serve? – How can these collaborations be supported?

  • Research focus

– The positive, effective, artefact-rich collaborations between the two team members whose task is to generate executable software, i.e. interaction designers and developers

Judith Brown 2

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Agile Teams in our Study

Org Size Team Size Num Des. Num Dev. Product Market Process 40 7 6 1 Learning games Canada- wide Agile techniques 15,000 11 2 5 Network service configuration Software Global Scrum 1,000 4 1 3 Consumer calculator Canada- wide XP 1,000+ > 5 3 > 3 Business analyst’s tool Global Scrum Observation period: 85 days

  • 18/85 days observing
  • 11 interviews, 368 photos, 7 videos

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Tensions in Designer-Developer Interactions are Inevitable

1. An implementable design is a necessity for a successful

  • utcome, therefore designer-developer work is

intertwined 2. The control of the user interface design terrain seems like the designer’s role, but … 3. The control of the user interface implementation terrain seems like the developer’s role, but … 4. A unified process for creating software is not easily arrived at 5. Communication through artefacts is problematic in both directions 6. Lack of knowledge and understanding of each other’s disciplines is common

Judith Brown 4

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Two Modes of Work

Working Alone Collaborating

Judith Brown 5

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Three Types of Collaborations

Scheduled Impromptu Work-related chats

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Gap between Ideals and Reality

Designers and developers will use all three means to collaborate, if able.

How do – the physical attributes – or the systemic rules (overt or implicit)

  • f your workplace facilitate or impede these three

types of collaborations?

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What happens when interaction designers and developers collaborate?

Collaborations Observed by Type Org A Org B Org C % Scheduled 8 5 7 Des + Dev 7 3 6 80% Planning 3 19% Alignment 7 3 3 81% Impromptu 11 5 Des + Dev n/a 4 1 31% Planning n/a 0% Alignment n/a 4 1 100% Work-Related Chat 28 11 Des + Dev n/a 13 5 46% Planning n/a 0% Alignment n/a 13 5 100%

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A model of collaborative events: not disorderly or chaotic, but a series of common steps

Judith Brown 9

Closing the Collaborative Event Assessing the Project Presenting Simulating Enacting Exploring Opening the Collaborative Event

resuming Winding down

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Alignment work is pervasive in all steps

PROJECT-level alignment work PRODUCT-level alignment work

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Closing the Collaborative Event Assessing the Project Presenting Simulating Enacting Exploring Opening the Collaborative Event

resuming Winding down

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Alignment of Project and Product Aims

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‘Gameiness’ Learning Complexity ‘implementability’ Authenticity Playability User ability/ needs Client requirements Usability Workload/profitability Ability to integrate content, code, art, graphics Fun factor ‘Gameiness’ Learning Complexity ‘implementability’ Authenticity Playability User ability/ needs Client requirements Usability Workload/profitability Ability to integrate content, code, art, graphics Fun factor

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Artefacts

  • Tools used to advance joint work
  • Support planning and alignment work
  • Ubiquitous in the workplace
  • The same types of artefacts were used in all

workplaces we observed

  • Artefacts support the achievement of aims

In one two-hour meeting, with 3 designers and a developer, 150 artefacts were used

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Artefacts: Audible, Visible or Experiential

Let’s organize all the buttons in an array. If our doctors see all relevant conditions they’ll be

  • verwhelmed. They

need to be able to see a subset.

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4 most commonly found artefact types

Exercise: Recall one artefact of each type used to collaborate in your workplace as we go through the following 12 slides …

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Design Idea

suggestions for evolving the interface or application

Positive Negative Constraining

We need a new type called the “Are you feeling lucky” type. We’re going to have to remove this facilitator idea [from the game]. We should model it the way the consumer would expect it to be.

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Design Question

a potentially challenging inquiry about the interface or application

Is [keeping track of everything] part of the game? You’re teaching [our users] to tie actions to employees, is that [what we want]?

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Interface Proxy

represents look, feel, navigation or flow of the future software

A sketch of two linked web pages. A powerpoint deck conveys look and feel A screen shot of a developer-built game widget A drawing of the user interface.

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Interface Proxy (cont.)

A designer presents three paper sketches of the UI design and his rationale

1 2 3

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Story

a narrative that binds together a character, action, and setting

So let’s say I’m at the very beginning of the game and I’m going to select the create button … Human actor So if your [software] manager managed more than

  • ne object

type, then …. Software actor Story card A dramatic enactment of a game Stories in tabular form

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There are fewer of these next 8 artefact types

(Fewer does not mean less important)

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Computational Proxy

a stand-in for the computational back end of an application

Which variables to use in

  • ur game?

What are the steps in our computation? Exactly how should the back end compute the final value for these cases?

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Context Proxy

provides access to the product environment (when, where, how and by who the product will be used)

a textual description a depiction of a work context

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Context Proxy (cont.)

provides access to the product environment

Previous versions of the software with life-like data in purpose-built labs were used by designers and developers to understand contextual issues. The context of the users’ experiences can be identified through site visits, which becomes the topic of discussions.

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Exemplar

another artefact that is like the software being designed in some way

Like the previous non-web version of the product Standardized designs for common tasks like searching Windowing mechanism like in Eclipse Like tech trees in Civilization

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Framework

a digital artefact that supports the development of other software

A UI framework A CSS stylesheet an API A set of HTML templates for web pages

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Model

knowledge of a thing, a process or a representation of such

A model of flow A model of learning A software model

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Plan

a statement about intended future work

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Software under development

an intermediate version of the software

A functional prototype treated as though it was the software under development

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Stipulation

a comprehensive description of something

Requirements, detailed designs, or content documents An XML specification for a game

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Steps and Artefacts

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Closing the Collabor- ative event Assessing the Project Presenting Simulating Enacting Exploring Opening the Collaborative Event Product

  • r project

tension

triggers

Ideas

generates

Stories Product Proxy or Computational Proxy Context Proxy Elements of the Context Proxy

uses

  • rganize
  • rganizes

uses

Project Tensions

raises or resolves resume Winding down Addressing the tension

Plans Ideas

generates clarifies

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Takeaways

  • The agile team: a system of people, things, events
  • Designer-developer interactions: an essential aspect of

this system because their joint work produces well- designed executable software

  • Common steps: for planning and aligning joint work
  • Project and product alignment work is pervasive in all

collaborative events

  • Optimal work conditions support scheduled and

impromptu collaborations and work-related chats

  • Improving the quality of the artefacts has the potential

to improve collaborative processes and ensure aims are achieved

Judith Brown 31

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Collaborative Events and Shared Artefacts

Agile Interaction Designers and Developers Working Toward Common Aims Judith Brown: mmjbrown@gmail.com

Gitte Lindgaard, Robert Biddle Department of Psychology and School of Computer Science, Carleton University, Canada

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Backup Slides

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Photo Credits

  • Impromptu meetings:

http://www.flickr.com/photos/marckc/4690772377/sizes/m/in/photostream/

  • Scheduled meetings: http://www.elearnerengaged.com/begin-an-agile-project/
  • Doctor’s office: http://www.featurepics.com/online/Young-Girl-Doctors-Office-773359.aspx
  • Documents: http://www.iconarchive.com/show/sleek-xp-basic-icons-by-deleket/Document-

icon.html

  • To do lists: http://www.thechangeblog.com/24-daily-habits/
  • Office enactment: http://atriangleofneed.blogspot.com/2008/10/office-drama.html
  • Computer room: http://123jjb.com/home_sweet_home.html
  • Site visit: http://www.sapdesignguild.org/resources/glossary_usab/index2.html
  • Gui interface: http://www.markpascua.com/2008/03/26/feng-gui-heatmap-what-are-people-look-

at/1367/

  • Standardized Search: http://www.databasejournal.com/features/mysql/article.php/3880961/Top-

10-MySQL-GUI-Tools.htm

  • CSS Style sheets: http://www.roaddust.org/css/
  • A framework: http://es.wikipedia.org/wiki/Archivo:Seattle_library_framework.jpg_inside.jpg
  • Java AWT API: http://en.wikipedia.org/wiki/File:Easy_Java_AWT_example.jpg

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Cultural-Historical Psychology

  • An 80-year old psychology:

– many theories to explain the development of individuals and group activities

  • Value:

– Theoretical underpinnings for this study – Focus on important elements, relationships, and processes that contribute towards the achievement of group aims through a combination

  • f individual work and group interactions

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