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
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
Judith Brown
Gitte Lindgaard, Robert Biddle Department of Psychology and School of Computer Science, Carleton University, Canada
– Multidisciplinary collaborations are not taught – Result: culture clashes, miscommunications
– How do successful collaborations occur in real agile teams? – What purposes do these collaborations serve? – How can these collaborations be supported?
– The positive, effective, artefact-rich collaborations between the two team members whose task is to generate executable software, i.e. interaction designers and developers
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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
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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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Closing the Collaborative Event Assessing the Project Presenting Simulating Enacting Exploring Opening the Collaborative Event
resuming Winding down
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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‘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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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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a potentially challenging inquiry about the interface or application
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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.
A designer presents three paper sketches of the UI design and his rationale
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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
type, then …. Software actor Story card A dramatic enactment of a game Stories in tabular form
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a stand-in for the computational back end of an application
Which variables to use in
What are the steps in our computation? Exactly how should the back end compute the final value for these cases?
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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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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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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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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
A model of flow A model of learning A software model
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a statement about intended future work
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an intermediate version of the software
A functional prototype treated as though it was the software under development
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a comprehensive description of something
Requirements, detailed designs, or content documents An XML specification for a game
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Closing the Collabor- ative event Assessing the Project Presenting Simulating Enacting Exploring Opening the Collaborative Event Product
tension
triggers
Ideas
generates
Stories Product Proxy or Computational Proxy Context Proxy Elements of the Context Proxy
uses
uses
Project Tensions
raises or resolves resume Winding down Addressing the tension
Plans Ideas
generates clarifies
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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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