Agile user experience design a practitioner's guide to making it work

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...

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Detalles Bibliográficos
Autor principal: Brown, Diana (-)
Formato: Libro electrónico
Idioma:Inglés
Publicado: Waltham, Mass. : Morgan Kaufmann 2013.
Edición:1st ed
Materias:
Ver en Biblioteca Universitat Ramon Llull:https://discovery.url.edu/permalink/34CSUC_URL/1im36ta/alma991009628858506719
Tabla de Contenidos:
  • Front Cover; Agile User Experience Design: A Practitioner's Guide toMaking It Work; Copyright; Dedication; Contents; Introduction; About the Author; Chapter1 - Introduction to Agile; INTRODUCTION; AGILE VALUES + UX; AGILE PRINCIPLES +UX; COMMON METHODS; COMMON TERMS; SUMMARY; References; Chapter2 - Agile Methods + UX = Agile UX; INTRODUCTION; FITTING A UX PEG INTO AN AGILE-SHAPED HOLE; THE UX WORK; SUMMARY; References; Chapter3 - Case Studies; INTRODUCTION; SUZANNE O'KELLY, APPNEXUS; THYRA RAUCH, IBM; ARCHIE MILLER, SNAGAJOB.COM; CAROL SMITH, PERFICIENT; KAYLA BLOCK, PAR SPRINGER MILLER
  • ANONYMOUS 1, AT AN ENTERPRISE SOFTWARECOMPANYKey points; ANONYMOUS 2, A LARGE DESKTOP SOFTWARECOMPANY; AUSTIN GOVELLA, AVANANDE; JOSH O'CONNOR, NATIONAL COUNCIL FOR THEBLIND, IRELAND; ADRIAN HOWARD, QUIETSTARS; ELISA MILLER, SENIOR USER EXPERIENCE ENGINEER GE HEALTHCARE; SUMMARY; References; Chapter4 - Common Success Factors; INTRODUCTION; PROJECT OVER PROCESS; TEAM DYNAMICS; COMMUNICATION; DEFINE THE BIG PICTURE; TRAINING; ADAPT AND EVOLVE; SUMMARY; References; Chapter5 - Frequently Asked Questions; INTRODUCTION; SHOULD WE EVEN BE AGILE?; HOW LONG SHOULD SPRINTS BE?
  • WHAT DELIVERABLES SHOULD UX PRODUCE?HOW SHOULD THE UX TEAM FIT INWITH THE DEVELOPMENT SPRINTS?; HOW DO YOU GET DEVELOPERS TO TALK ABOUTTHE DESIGN OF ONE THING WHILE THEY ARE BUSYIMPLEMENTING ANOTHER?; HOW DO YOU GET DEVELOPERS TO TALK ABOUTTHE DESIGN OF ONE THING WHILE THEY ARE BUSYIMPLEMENTING ANOTHER?; HOW DO WE FIT USER RESEARCH INTOTHE SPRINT CYCLE?; WHAT IF THE TEAM CLAIMS TO BE AGILE,BUT AGILE VALUES ARE NOWHERE TO BE SEEN?; WHAT IF THE TEAM IS NOT COLOCATED?; WHAT IF THE TEAM IS NOT COLOCATED?; HOW DOES THE UX TEAM PLAN AND RESEARCHFOR THE NEXT RELEASE?
  • HOW DO YOU MANAGE INTERNALSTAKEHOLDERS?HOW DO YOU MANAGE INTERNALSTAKEHOLDERS?; Reference; Chapter6 - Using Agile Concepts for UX Teams; INTRODUCTION; CREATING A USER EXPERIENCE BACKLOG; RECURRING USER TESTING; RECURRING USER TESTING; CONSTANT FEEDBACK AND ITERATION; CONSTANT FEEDBACK AND ITERATION; NO DESIGN DIVAS OR HEROES; FOCUSING ON COMMUNICATION OVERDOCUMENTATION; THINKING AND COMMUNICATING IN TERMSOF USER STORIES; DEFINING ACCEPTANCE CRITERIA; USING LESS UP-FRONT DESIGN; USING LESS UP-FRONT DESIGN; Index