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Agile User Experience Design. A Practitioner�s Guide to by Diana Brown (Eds.)

By Diana Brown (Eds.)

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69 INTRODUCTION Just as Agile is a really big term that can refer to the values, the manifesto, and all of the process that emerged from the movement, user experience is also a broad and sometimes controversial term. ) is “’User experience’ encompasses all aspects of the end-user’s interaction with the company, its services, and its products. The first requirement for an exemplary user experience is to meet the exact needs of the customer, without fuss or bother. The next is the simplicity and elegance that produce products that are a joy to own, a joy to use.

A single release cycle is made up of a series of sprints. A sprint’s length is typically between one and four weeks, with a three weeks being a nice balance between meeting time and work time. Most teams use a consistent sprint length throughout the release, unless some need arises for adjustment as the team moves through the development process. Teams using Kanban or a less formal Agile method may not use a specific sprint length and allow the work to follow its own pace. The estimation of the level of effort, using the abstract of story points, are tracked to determine the team’s overall velocity.

Depending on how rigid or extensive the requirements are, this can either be quite detrimental to the adoption of Agile or dovetail neatly, without too much effort or distraction. If the team is engaging in a mini-waterfall process, that might be more of a red flag. This typically happens if the functional areas work separately and do not engage in a high level of communication. There might be a lack of transparency and insight into what each is doing, and handoffs of deliverables might still be a bit formal.

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