Agile or Lean UX requires teamwork, and lots of it. One of the hardest parts of doing Agile UX in a multidisciplinary environment is, well, staying alive. Scrumming in one room with a product owner, UX- and visual designers, editors, and front- and back-end developers, is challenging to say the least. We have respectfully come to call this form of scrum ÜberScrum.
In this talk, Pieter Jongerius has shared his best-kept scrumming secrets with experienced Scrum practitioners. What tools, what deliverables and what rhythms should you use to actually succeed in designing & developing at the same time? What are known pitfalls and key success factors?
Fabrique has been using scrum since 2008. Some 60 team members have scrummed well over 30,000 hours for national and international clients.
9. TYPES OF SCRUM WE DO
Design only Staggered sprints Überscrum
Interaction
Visual DESIGN
development
We do design only scrum (yes really), but only if third party developers can’t scrum with us.
We do staggered sprints where some of the parties involved will profit from a more rigid structure
And then there’s what we have come to call ÜberScrum…
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10. ÜBERSCRUM
Brings together
· Strategists
· Designers
· Developers
· Copywriters
· Business specialists
· Marketing &
communication
· ..and more
And has them
working in parallel
To create interactive
products such as websites
and apps.
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14. SMALLER TEAMS WORK BETTER
Ask not how big you can
make your team, ask how
small you can make it!
· 2 designers,
3 developers,
a copywriter,
product owner
But here’s for the
persistent:
· Max team size around
10-15
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16. NOTHING SHORT OF SUPERHEROES
· Speak their minds
· Actively seek feedback
· Invest in group success
· Empathic
· Ambitious
· Skilled
· Smart
· Motivated to do Scrum
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17. NOTHING SHORT OF SUPERHEROES
· Speak their minds
· Actively seek feedback
· Invest in group success
· Empathic
· Ambitious
· Skilled
· Smart
"Be like water"
-- Bruce Lee
· Motivated to do Scrym
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19. PRODUCT OWNER
· Strong-willed
yet open
· Political sense
yet independent
· Demanding
yet understanding
· Have the mandate &
be honest about
limitations
· Needs to be well trained
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20. DEALING WITH THE PO
We deal with 4 types.
Here’s one.
The Hypercritic
· Generally enjoys the
process
· Discusses all details at
length
· Will not move on
on “good enough”
· It all has to be perfect.
· Warning: using flexible
scope in your defence will
get back at you later on.
Ceci n’est pas ce PO
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21. Look your client in the eye and say:
I will always deliver value for money
Flexible scope
also doesn't
protect you
from the
occasional
team pizza.
22. SECRET: QUALITY IS FLEXIBLE
· Great designers hate this
· But it’s true
· Better is the enemy of
done
· Takes a lot of skill to
embrace that succesfully
· Discuss story scores:
7 stories scoring an A or
9 stories scoring a B?
· Decide which stories
should be top notch
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23. But how to become a team?
Team building is a very delicate process. Scrum is not. This needs attention. It really takes one or
two sprints for a team to become really tight and well-oiled.
24. WARMING UP GAMES
The Marshmallow Challenge
Check http://marshmallowchallenge.com/
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25. WARMING UP GAMES
Draw the box
All team members draw a packaging as if the product was on sale on a shelf in a store.
You are forced to think in USP’s and get an immediate grasp of individual team members goals & dreams.
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26. LET’S KICK ASS!
The result is a team that kicks ass on a daily basis and just as easily has a couple of beers at the end of the day as
performing a planning poker session on a Monday morning.
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27. SPRINT 0
Also in Scrum you’ll need a solid start before actual sprints, or everyone will sprint in a different direction.
Too often, we made the mistake of starting on just a hunch of what we we’re trying to achieve.
But that’s all in the past.
30. SUPER SPRINT 0
· Parallel definition tracks
· Define strategy
· Define architecture
· Do research
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31. SUPER SPRINT 0
· Parallel definition tracks
· Define strategy
· Define architecture
· Do research
· Get creative!
· Design a concept…
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32. SUPER SPRINT 0
· Parallel definition tracks
· Define strategy
· Define architecture
· Do research
· Get creative!
✘
· Design a concept but
don’t do a BDUF*.
No wireframes in sprint 0!
* = Big Design Up Front
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33. SUPER SPRINT 0
Rule of thumb
Size Sprint 0 to have
as many workdays per team member
as there will be sprints.
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34. design is valuable
The most important thing we create in Sprint 0 is the product backlog. And for this we would like to share an insight.
While design is valuable… (next slide!)
35. a design is valuable!
waste
It's just a very
expensive way of
communicating
Often necessary, !
but not always
37. SECRET: STORY TYPES
Not all stories are alike.
· überstories
· development only
· design only
· white page
We specify this during
sprint 0 or backlog
grooming
Here you see a product owner and a developer
doing a development-only story.
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38. STORY TEMPLATE
We use a custom made story template to accommodate for documenting the type of the story:
the disciplines involved are checked. Again: we decide on this BEFORE we start the sprint.
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39. SECRET: SPECIAL OPS STORIES
· backend
· documentation
· generic functionality
· rework after demo
· polishing
Anything to bundle additional work, other than for specific end user benefits, into convenient chunks.
Don’t let Scrum dogmas prevent you from tweaking the way you define your stories.
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40. I SHOULDN’T BE SHOWING YOU THIS
Some teams even prefer to use simple functionality stories. It saves them from the semantic layering of traditional
user story syntaxes. Big alert: stay user centered and and keep an eye on the total solution space!
Again, the lesson here is that you have to change the rules to accommodate teams and projects.
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43. SECRET: LET’S GET PHYSICAL
We are REALLY religious about making & keeping stuff physical
and not letting it sink onto networked hard drives.
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44. DRAW YOUR PROJECT GOALS
Strategic PowerPoint presentations in project folders will NOT be looked at.
Word documents will not even be remembered to have been made at all. Seriously.
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45. KEYWORDS ON THE WALL
Discuss your work. Point at keywords on the wall. It keeps you on track.
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46. WHO & WHEN
Oh, don’t use Excel either :)
(and gDocs is no better, really avoid hiding stuff in computers)
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47. TASK PERSONALIZATION
Physical task claiming tags help team members maintain that sense of responsibility.
My task! I’ll finish it!
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49. TOO MESSY?
So can Scrum rooms get too messy? Maybe.
But we’re fine with it as long as it works for the team!
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50. TOO TIDY
They can be too tidy though. This sitemap is so beautifully crafted
that no-one will dare altering it. Not really agile, is it?
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51. POLE OF QUOTES
The weirdest things get said during sprints.
It’s a lot of fun writing the best quotes down.
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52. #DUBSTEPFRIDAY
All work no play makes Jack a dull boy. To lighten things up a little, some teams use theme days.
Like Dubstep Friday! Formal Thursday has also been spotted, as is a regular wakeboard training on the rug.
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53. OWN THE PLACE
It’s basically a matter of owning the place, feeling almost at home.
Here you see Danny and Nils in their little SuperTrash shrine, being all feminine and independent.
It makes things even more fun, and it keeps the product personality on brand!
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55. SPRINT FOCUS FOR MAIN DISCIPLINES
No, it’s not just mayhem. While one of the agiletime >
principles is that the team should be self-organizing,
we can provide a little structure. Especially for beginner teams.
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56. SPRINT FOCUS FOR MAIN DISCIPLINES
Please keep in mind while I build this up,
Sketch &
interaction discuss
Flows & states
design Test &
spikes
time >
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57. SPRINT FOCUS FOR MAIN DISCIPLINES
…that it’s just A way of providing some structure in überscrum.
Providing it WITH the team. Not TO the team.
Templates
visual Modules & states
design Test &
Des-only stories
Sketch &
interaction discuss
Flows & states
design Test &
spikes
time >
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58. SPRINT FOCUS FOR MAIN DISCIPLINES
Dev-only
front-end stories
Implement design
development Test &
spikes
You might see this chart as a mere starting point.
Templates
visual Modules & states
design Test &
Des-only stories
Sketch &
interaction discuss
Flows & states
design Test &
spikes
time >
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60. Challenng : SPRINT FOCUS FOR MAIN DISCIPLINES
ge
Starti
quicklyback-end
development
Objects & data
Admin section
Controllers, flows
Test &
spikes
Dev-only
front-end stories
Implement design
development Test &
spikes
Templates
visual Modules & states
design Test &
Des-only stories
Sketch &
Challeg goe:
n
interaction
design
discuss
Flows & states
Test & Movin men
time >
spikes
in ti
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63. CODE OF CONDUCT
The code of conduct is a set of rules, created and used by developers. It can be about all types of behavior,
such as using dedicated refactoring time, testing including unit tests, environment use, commits and more.
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64. DOUBLE DEFINITION OF DONE
The consequence of differentiating into story types, is that you’ll have to have a differentiated, or double DOD,
with split requirements for instance for design, development and customer acceptance.
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65. DEFINITION OF READY
In some Scrums, stories
often yield unexpected
impediments
· Business rules
· Required content
· Technical complexity
DOR is a set of
requirements that helps
making stories ready
before you sprint.
Use only when you really
need it.
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67. DEMO: THE STAKEHOLDER TEST
When the product permits, you might NOT demo it, but have it user tested by the stake
holders at demo time. Give them assignments, have them use it. They’ll love it!
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68. RETROSPECTIVE
· Address human to human
issues!
· When all fails, no
worries, fall back to
staggered sprints.
Try again next time!
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69. SO HERE’S HOPING…
If there’s one thing I would like you to take with you, its that Scrum is about people, their skills, wishes and dreams.
It is about end users; about the customer and their stakeholders; it is about the team.
If you put them first, I promise, you’ll have a great time!
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70. Pieter
Jongerius
@pieterj
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71. Get Agile, the book Scrum Academy by Fabrique & GIFT
Published fall 2012 Training for Scrum Masters & PO’s
Follow @getagilebook or check TWAB €100 discount, use code “TWAB”
http://fabrique.nl/getagile Offer ends November 12, 2012
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