Integrating UCD with Agile Methods: From the perspective...
Transcript of Integrating UCD with Agile Methods: From the perspective...
IN DEGREE PROJECT COMPUTER SCIENCE AND ENGINEERING,SECOND CYCLE, 30 CREDITS
, STOCKHOLM SWEDEN 2019
Integrating UCD with Agile Methods: From the perspective of UX-Designers
THUJEEPAN VARATHARAJAH
KTH ROYAL INSTITUTE OF TECHNOLOGYSCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE
Integrating UCD with Agile Methods: From the perspective of UX-Designers
Master of Science Thesis Thujeepan Varatharajah
Supervisor: Anders Lundström Examiner: Haibo Li
Abstract With the increasing popularity of Agile methods in software development projects, an emerging question is how Agile incorporates user needs to their process – which is the staple of User Centered Design (UCD). Existing reports indicate that integrating Agile and UCD has shown to improve the process and end product and that they are a natural fit. However, there is also a general lack of guidelines of how an effective integration may be done, and further research is requested. This study aims to provide that by portraying some aspects of how Agile and UCD may be integrated in practice, but also some factors that may affect such an integration. This is done through an empirical study, by gaining insights from the perspective of UX-designers who are part of Scrum teams. Ten UX-designers took part in semi-structured interviews, and based on a thematic analysis, results are portrayed in terms of suggested factors to consider when integrating Agile and UCD methods. Sammanfattning Samtidigt som Agila metoder ökar i popularitet inom mjukvaruutvecklingsprojekt, så uppstår även frågan om hur Agilt arbete integrerar användarcentrerade krav i sin process - ett område som är i fokus inom Användarcentrerad Design (ACD). Tillgängliga rapporter indikerar på att integrationen av Agilt och ACD har givit förbättrade processer och slutprodukt, samt att båda processer är kompatibla med varandra. Det anses dock finnas en brist på riktlinjer i hur man kan integrera båda processer, och det efterfrågas vidare studier i ämnet. Denna studie ämnar till att erbjuda just detta genom att presentera några faktorer av hur Agilt och ACD kan integreras i praktiken, men också exempel på faktorer som kan påverka hur väl integration lyckas. Detta tas fram genom en empirisk studie, genom att ta del av insikter från UX-designers som jobbar i olika Scrum projekt. Tio UX-designers deltog i semistrukturerade intervjuer, och baserat på en tematisk analys så presenteras resultat i form av föreslagna faktorer att ta del av när man vill integrera Agila och ACD metoder.
Acknowledgement I would like to show my gratitude towards Anders Lundström and Haibo Li who have provided valuable knowledge and guided me through this work. I also want to show my gratitude towards all participants for setting aside their time, and allowing me to conduct this study.
Integrating UCD with Agile Methods: From the perspective of UX-Designers
Thujeepan Varatharajah
Royal Institute of Technology
KTH
Stockholm, Sweden
ABSTRACT
With the increasing popularity of Agile methods in
software development projects, an emerging question is
how Agile incorporates user needs to their process – which
the staple of User Centered Design (UCD). Existing
reports indicate that integrating Agile and UCD has shown
to improve the process and end product and that they are a
natural fit. However, there is also a general lack of
guidelines of how an effective integration may be done,
and further research is requested. This study aims to
provide that by portraying some aspects of how Agile and
UCD may be integrated in practice, but also some factors
that may affect such an integration. This is done through
an empirical study, by gaining insights from the
perspective of UX-designers who are part of Scrum teams.
Ten UX-designers took part in semi-structured interviews,
and based on a thematic analysis, results are portrayed in
terms of suggested factors to consider when integrating
Agile and UCD methods.
Author Keywords
Agile; Scrum; User-Centered Design; User Experience;
UX-designer;
ACM Classification Keywords
H.5.m. Human Computer Interaction (HCI)
K.6.1 Project and People Management
INTRODUCTION
The Agile methodology for software development projects
has steadily been increasing in popularity, and its
manifesto adheres to a principle of prioritizing the
customer through iterative and continuous delivery of
valuable software. In particular it welcomes changing
requirements, which is in contrast to traditional waterfall
methods. However, for software to be valuable, it may be
argued that it should also be a product that offers a high
degree of usability. This goal is also the staple of a user-
centered design (UCD) approach, which promotes an
iterative process that welcomes changing requirements
based on the user needs to bring forward an optimal user
experience (UX). Consequently, it is also becoming more
common that specialists within UX (UX-designers) are
being deployed in projects to tackle these tasks, which has
also shown to increase the usability and quality of the end
product [1,2,3,4,5,6].
With these aspects in mind, the need to optimally integrate
UCD with Agile methods emerges. At first glance, their
similarities may simplify such an integration as they both
prioritize the user/customer in their stance, and both are
iterative in nature in order to welcome changing
requirements. However, Agile processes do not define a
UX-role and lacks guidelines for how or when such
activities should be conducted making the integration
difficult [6,7].
It is within this spectrum that the study field of Agile and
UCD integration investigates how they should be
integrated. In a systematic review conducted by Silva et al.
[6], they showcase a model where UX-designers and
developers work in parallel with each other, but where UX-
activities lie one or more iterations ahead. The authors also
conclude that whilst there is a growing amount of papers
within this subject, the amount of research is limited and
more empirical studies within this field is needed.
The objective of this research is to perform such an
empirical study from the perspective of UX-designers
working in real life projects in different organizations. This
is to provide further empirical research of how UX and
Agile can be integrated, but also present what factors that
can promote or hinder UX-designers in an attempted
Agile/UCD integrated environment.
PURPOSE AND RESEARCH QUESTION
The purpose of this study is to provide further empirical
research on Agile/UCD integration, but from the
perspective of some UX-designers and how they may
perceive their workflow in an Agile process. Since Agile
methods do not generally define a designer role,
understanding how UX-designers perceive this workflow
may provide valuable insights. This includes
understanding how they work but also what factors that
may promote or hinder integration and the fulfilment of
their role as a UX-designer.
The research question for this study is:
From the perspective of some UX-designers, how is UX-
designers working in Agile processes and what factors may
affect an effective integration of Agile and UCD methods?
Limitations
A limitation to this study is that whilst the research
question aims to present the perspectives of some UX-
designers, the study adheres closely to an interpretivism
paradigm, and the presented content should be noted as
such. This means the study will not be able to present a
single objective portrayal of the UX-designers perspective
on the topic, as the results could be influenced by the
values of the researcher.
BACKGROUND Agile
Agile methods are a class of software development
processes that adheres to a manifesto which asserts its
highest priority is to satisfy the customer through early and
continuous delivery of valuable software [9].
Abrahamsson et al. [10] provides a definition of what may
constitute such an Agile method: ”when software
development is incremental (small software releases, with
rapid cycles), cooperative (customer and developers
working constantly together with close communication),
straightforward (the method itself is easy to learn and to
modify, well documented), and adaptive (able to make last
moment changes)”.
One such Agile method is called Scrum and it aims to
produce increments of a product in a time-boxed and
iterative manner - through iterative cycles called Sprints
[11]. The main roles of a scrum team consists of the
Product Owner (PO), the Development team (DT) and the
Scrum Master (SM). The PO is responsible for managing
a Product Backlog (PB) which contains the product
requirements and their order of priority. The DT is cross-
functional and self-organizing in how to reach the goals set
for that sprint, and the SM has a management role.
The general workflow of a sprint consists of an initial
planning meeting where the PO goes through the top
prioritized features from the PB with the entire team, and
based on input from the DT the Sprint Goal is set for that
iteration [11]. During development, daily meetings are
held to update the team of the progress, and the output of a
completed sprint should be a “potentially releasable
product increment”. The concluding parts of a sprint
include demonstrating what has been done and going
through the PB with the entire team and stakeholders to
adapt it or make changes to the upcoming sprints.
The need for Agile/UCD integration
Agile methods purpose to be adaptable, iterative and with
a focus on customer satisfaction marks some similarities
with UCD which focuses on user satisfaction and also
follows an iterative path that is refined by using empirical
information from previous iterations [4,6]. However,
whilst both aim to produce high quality software, they
approach it from different perspectives. Agile mainly
describe activities for working code (functionality or
features) whilst UCD describes activities for increasing the
usability and user experience of the product [8,12].
Additionally, it should also be noted that the customer is
not necessarily an adequate representative for the users of
the product. As such, the integration of Agile and UCD can
be seen as a complementary approach.
Agile alone is seen to lack an awareness of usability issues,
and the integration of UCD activities into Agile can
improve the product by incorporating ways to evaluate the
needs of end users. Similarly, Agile can aid an UCD
approach by providing a structure to turn design into
working software with an iterative approach that allows for
more frequent usability evaluations. Whilst their
perceptions and priorities may be different, integrating
UCD into Agile can thus offer an improved product with
higher usability. Several reports mention such benefits
including increased product quality and development
processes, as well as improved communication and
collaboration between development and design teams
[1,2,3,4,5,6].
Challenges in Agile/UCD Integration
Agile methods do not define a specific designer role, and
therefore integrating UCD with Agile becomes a
challenge. Specifically, there is a lack of guidelines of how
to establish UX-designer roles in relation to developers
[6,7,13]. This also includes problems of how to coordinate
design activities with development activities and the
synchronization of these. As both are iterative in nature the
timing and scheduling of these activities in relation to each
other is a challenge [5,12]. Additionally, Agile methods
define and measure progress through working software,
and this can also introduce difficulties in how to prioritize
UX-related decisions [8,14].
Another aspect that challenges the Agile/UCD integration
are their views on how resources should be allocated in
terms of upfront design and requirements gathering work.
Agile discourages extensive upfront work in order to be
more adaptable for changing requirements throughout the
process of several iterations. On the other hand, UCD
promotes extensive upfront user research and analysis
prior to development begins in order to gain a holistic view
of what requirements may affect the user experience.
These differing philosophies creates further obstacles of
how to integrate both processes [3,4,5,6].
Related work
Chamberlain et al. [15] conducted an ethnographic study
by studying three project teams with the purpose to
identify issues that may arise in an attempted integration
of UCD and Agile development. Part of their conclusions
were that Agile and UCD are compatible together, but
issues that can cause them to be at odds include:
communication issues and power struggles between
developers and UX-designers, that development takes
more time than creating prototypes, a reluctance from team
members to understand the needs of other elements of the
project, and the rate of user involvement throughout the
project.
Kollman et al. [16] conducted a qualitative study in which
they interviewed UX-designers and observed teams to
understand their role in Agile projects. They identified two
themes that are perceived by UX-designers to be important
for a successful integration of UX and Agile: the UX-
designers understanding of their job role in an Agile
process, and the need to establish and maintain a shared
team vision that contains goals from a technical, business
and UX perspective. Furthermore, Kollman suggests that
UX-designers should become design facilitators and
partake in generating and prioritizing requirements for the
product, and that the use of “lightweight” tools(e.g. paper
prototypes) makes UCD more agile.
Dahl [8] conducted five case studies with different project
teams to observe how Agile and UCD are integrated in
practice. Part of the findings include: all projects had a
longer upfront phase in which overall requirements were
gathered but in which UX-designers were not part of, there
was a mutual understanding between UX-designers and
developers to adapt their processes to support each other,
and that the projects that followed a Scrum methodology
had processes that were similar to the Parallel Track
model (See “Systematic reviews and Parallel Track
Model”)..
Raison et al. [17] conducted five case studies in different
project teams to observe how an attempted integration is
applied in practice, but also to study what factors may
promote and hinder such an integration. Their common
findings include a methodology of UX-designers working
at least one iteration ahead of developers similar to the
Parallel Track model. Furthermore, UX-designers being
co-located with the development team was also regarded
as an important factor for successful integration. A
significant problem with integration was that UX-work
was often seen as an “add-on” and lacked strategic support.
Systematic reviews and Parallel Track model
Silva et al. [6] conducted a systematic review in 2011 on
the topic of integrating UCD with Agile methods and the
three most common artefacts from their referenced
literature include:
1. Little Design Up Front (LDUF) - incorporating
the up-front work related to UCD, before
development begins, but in a much more reduced
manner.
2. Agile/UCD integration improves collaboration
between UX-designers and developers.
3. Using Low-fidelity prototypes in the process.
Based on this and further common findings of their review,
they showcase a variation of a “Parallel Track” model for
how UCD and Agile can be integrated. Whilst several
variations of this model has been presented in both
experience reports, e.g. [3,18] and empirical research, e.g.
[4,8], the model as presented by Silva et al. is detailed here
[6].
The model includes an initial Sprint 0 before development
begins and is supposed to be where initial user research
including clarifying requirements and creating initial low-
fidelity prototypes can be done. Once development begins
in subsequent sprints, UX-designers and developers work
in separate but parallel tracks where UX-designers work at
least one iteration ahead of developers. The reason for this
is that UX-activities such as user research, gathering
requirements, prototyping, usability evaluations etc.
should occur up-front and then be handed on to developers
in subsequent sprints to then be implemented - thus
integrating UCD work into the developed features. During
software development, UX-designers should also provide
feedback on what is being developed in that sprint. The
implemented features may also then also be user tested
and/or evaluated by UX-designers one sprint after
development to raise any issues.
Silva et al. concludes that all of their referenced papers
mention that Agile and UCD are a natural fit and an
integration can work well[6]. However, they also conclude
that there is a need for more empirical studies in this topic,
and that most of their findings were based on experience
reports. This is further corroborated by a subsequent
review conducted in 2014 by Jurca et al.[5], in which they
highlight that there has been an increase in empirical
studies compared to when Silva et al. conducted their
review but that it is still lacking. Jurca et al. also mention
that in the empirical research they reference, they could not
conclude that some core aspects of the Parallel Track
model, including a Sprint 0 and UX-designers working one
sprint ahead, was highly used in practice as per their
research.
METHOD
In order to answer the proposed research question, an
empirical study was performed. The study was done by
conducting semi-structured interviews with 10 UX-
designers (P1-P10) who had current and previous
experience working in Agile projects. The participants were spread across 9 different
organizations and were active in organizations from
Sweden (P1-P6, P9-10) and Canada (P7, P8). The
Canadians was working in the same organization albeit in
different departments. The aim was to gain a wider
spectrum of responses that was not tied to a specific
organizations structure. Respondents P3, P4, P7, P8, P10 all had at least 2 years of
experience working as UX-designers, whilst P1, P2, P5,
P6, P9 all had at least 7 years of experience. All
respondents were currently (or recently) active in working
as a UX-designer in Scrum projects. They all also had
previous experiences working in Agile projects. It should
also be noted that all respondents were specifically
working as UX-designers in their teams - thus not
combining other roles in their projects.
Interviews
Each interview lasted between 45-60 minutes and most
were held face to face (P1-P5, P7, P8, P10), while two was
conducted using video conference calls (P6, P9). They
were of in-depth semi-structured nature, which allowed for
open-ended questions to be used in conjunction with an
interview guide. This allowed the interview to focus on
aspects related to the research question and also making
the participants reflect on each question and allowing for
follow-up questions. This methodology was relevant to
this study in order to gain a realistic understanding of the
complex dimensions that are part of the participants work
process when being part of an Agile/Scrum project.
The interview guide was formed with questions that would
aid in answering the proposed research question, but it was
also supported by a conducted literature study in order to
draw comparisons with ideas mentioned in available
research and experience reports. In particular, when
attempting to understand the general work process of each
participant, a descriptive diagram of the Parallel Track
model [6] was presented in order to find any similarities
and differences to their own workflow.
The interview guide aimed to uncover the following
aspects:
1. A general background of the participant in terms
of their experiences as a UX-designer.
2. Their experience in working with UX-activities in
Agile environments and their latest such project.
3. Their work process as a UX-designer in an Agile
project. What differences are there to the Parallel
Track model. What responsibilities they have and
how and when they perform UX-activities.
4. The relation between UX-designer and
developers but also other members of an Agile
team.
5. Their opinion of Agile processes and whether it
fits an UCD/UX-designers approach.
Each interview had a primary focus on understanding the
process, and their opinions, of the project they are
currently active in, or the latest Agile project they were part
of. However, in cases where it was relevant, the
respondents previous experiences in Agile projects was
also discussed in order to gain more insights.
It should also be noted that since all respondents had their
recent experiences in Scrum projects, the results is biased
towards that Agile process.
Data Analysis
All interviews were recorded, with permission, and later
transcribed in order to conduct a thematic analysis on
them. The aim of a thematic analysis was to identify,
analyze and report emerging patterns and themes within
the data [19]. A thematic analysis was seen as a viable
option to identify patterns that could potentially answer the
research question of how UX-designers may perceive the
integration of Agile and UCD methods. The thematic analysis in this study was conducted by going
through each transcribed interview, finding emergent
themes and organizing them by coding themes and
grouping data of each participant for each theme. This
process was conducted several times in an iterative manner
in order to find common themes across the participants
which forms the results presented in the subsequent
section.
RESULTS
Based on the conducted thematic analysis, six common
themes emerged. These themes cover topics that include
the upfront work done, the workflow during sprint cycles,
relationships between members, and their opinions on
working in an Agile process. The results of each theme is
detailed below.
Upfront Work
The amount of upfront work UX-designers conduct before
development cycles begin was discussed with all
respondents. Most respondents (P1-P3, P5-P9) commented
on an initial phase in which overall requirements are
gathered and understood to produce an initial backlog - and
which may be called the planning phase before the project
officially begins. Many respondents (P2, P3, P5-P8) state
that they had participated in this early phase in their recent
projects, albeit in different measures across the
respondents. process when being part of an Agile/Scrum
project.
As an example of such a planning phase, P2 details a
process in which P2 partakes in an initial analysis with
three other members, to conduct research and gather
requirements - and this occurred before developers and the
rest of the team were brought in. These requirements were
then transformed into user stories and discussed with the
Product Owner in order to produce a “User Story Map”
which was intended to be communicated with the team
before and during the sprint cycles (it is refined during the
sprint cycle process). The user story map was separated
from a scrum board and was intended to provide a holistic
overview of the product and how the user stories tied
together with regards to the user journey, along with their
priority. The intention was that it could then act as a
reference point during the sprint cycles.
“User story map is about where are we heading? [..] User
story map maintains the picture of how everything ties
together. This means when developers work on a story
during a sprint they can already visualize how it ties
together with future sprints” - P2
Respondents P3, P5, P6, P7, P8 also partake in initial
planning phases, starting before the sprint cycles begin,
where they conduct generative research to gather and
analyze initial requirements as well as aiding in
determining and the prioritizing of them in the product
backlog. This is typically done in conjunction with the
Product Owner and other relevant members and
stakeholders.
“When I started in this project, I did a lot of research to
understand different user needs. And that work became a
base for the prioritizations that we started doing, and
which we still do in the project now for upcoming sprints.
Some of these requirements are very far away in the future
and are quite vague so that they can be adapted in the
future.” - P3
P5, P6, P7 also specifically mentioned that they tend to
create high-level designs and iterate towards initial
clickable prototypes (P5, P6) or low-fidelity wireframes
(P7) of the product during this phase.
“First UX does a analysis of the situation. That’s what you
tend to do first. Based on that analysis you start to build
one or more prototypes of the entire product in
conversation with the stakeholders, and this occurs before
development begins”. - P5
Both P5 and P6 expressed that it is important to have a
high-level design before the sprint cycles begin
“I feel that if you are going to design a system it is an
entity. It is very difficult to sit during a sprint X and Y and
only design something isolated, because everything needs
to tie together conceptually. I don’t think you can get a
good user experience like that. You also need to take time
beforehand and work on the wholeness of it” - P6
Furthermore, respondents P6 and P7 specifically mention
that the initial planning phase may also determine whether
a project should move forward or not and thus act as a part
of the product strategy:
“The product team will bring us in early enough so that we
can at least chat about it. Talk to our users and raise an
amount of data that will either help the case or let our
leadership team know that this is the wrong path to go
down” - P7
It should be noted that respondents P2, P3, P5, P6, P7, P8
mentioned that their work in the initial phase (detailed
above) is generally not confined to the length of a single
sprint, i.e. a Sprint 0, but typically done in a longer phase
before sprint cycles and development begins. The time
needed for this was not mentioned by all respondents.
However, P2 mentioned it was a period of three months
whilst the other respondents simply mentioned that it was
a longer phase. The respondents also mentioned sentiments
that they value that UX-designers are part of a planning
process to form the initial backlog, allowing them to
partake in the visioning of the project.
“The projects I like to work the most with are when there
is a focus on analyzing and prototyping in the beginning
before you actually start to develop something [..] This is
where you bring forward a concrete vision of where we are
heading. Then you will adapt it and adjust it once the
sprints with the agile process begins” -P5
In contrast to the respondents above, P1, P4, P9, P10 were
not part of a specific planning phases before the project
officially began. Instead they were introduced through a
Sprint 0 in which initial requirements and goals were
already brought forward by PO and stakeholders (or
including other members). The work conducted in Sprint 0
was then regarded as a pre-work phase to clarify
requirements and/or create new ones based on the initial
visioning, leading to the creation of initial prototypes.
However, P4 mentioned that they have separate
“Hypothesis meetings” in which UX, Product Owners,
Stakeholders and other relevant members from the entire
department partakes to work on a separate backlog of
requirements for how to improve their customers
experience. These user stories can then be feeded into the
roadmap for new projects thus allowing UX-designers to
some extent partake in defining the initial visioning for
new projects.
Respondents P1 and P9 mentioned that the lack of UX-
designers being part of a planning phase is a flaw in their
process.
“My experience is that, especially in larger organizations,
the scope and resources are already set, the amount of
developers, UX-designers and the backlog. It’s only
afterwards that UX-designers are brought in and are
supposed to work a sprint before development. But
shouldn’t we include the UX resources when we are setting
the initial backlog instead? Shouldn’t we evaluate the
needs?” - P1
P9 specifically emphasize an opinion that the stage at
which organizations introduce UX-designers, could speak
of their general maturity in terms of working with UX.
“I believe UX should be introduced from a strategic level
to determine what to build.[..] Many organizations are still
very immature in working with UX, and I would say the
ones that are the furthest behind are ones that introduce
UX-designers at a Sprint 0. Whilst the ones that are more
mature introduce UX-designers from a planning phase”-
P9
P1 and P9 further mentions some issues arising from this
as they have experienced that projects tend to be more
oriented towards reaching feature-focused goals rather
than user-centered goals. P1 also mentioned that this could
lead to work between developers and UX-designers to be
out of sync with each other.
“If you put a UX-designer in a Sprint 0 and ask them to do
user research and conceptual tasks that should be
developed in the next sprint. Then they then start to
question the backlog, and you end up in a situation where
you already start to fall behind.” - P1
P1 specifies that it is not about getting more time to do pre-
work or extending the time of a Sprint 0 in which they can
start work from a provided backlog. The respondent still
mentioned that most of their work was done there. Rather
it is about having user-centered goals in the backlog to
measure on, so that the flexibility to make design-oriented
decisions throughout the project exists. This includes when
setting the initial backlog from the beginning of the
project.
Workflow
When the project team is set and the sprint cycles begin,
all respondents, except P4, mentioned that the intention is
to work at least one sprint/cycle ahead of development
with work to clarify requirements and producing
prototypes to hand over to developers in subsequent sprint.
This work could include contextual inquiry, producing and
iterating on prototypes and user flows, receiving feedback
from developers on prototypes, and user testing on
prototypes.
P2, and P10 specifically mentioned that as a UX-designer
they generally need to be focused on the outcome of three
simultaneous sprints whilst developers could be more
focused on one sprint at a time. This typically include
researching and gathering requirements from two sprints
ahead, designing prototypes for the upcoming sprint and
giving feedback whilst developers are implementing.
However, whilst many respondents (P2, P6, P7, P8, P9,
P10) indicated that they often work 1-2 sprints ahead, how
far ahead all respondents worked throughout a project
could vary depending on the estimation and sprint
planning.
“Usually we work one to two sprints ahead. But sometimes
if it’s something bigger we might even start to work 3-4
sprints ahead because there is a lot that the UX and
requirements people will have to do”. -P6
P4 was the only respondent who mentions that in their
current project they often work in the same sprint as
developers where they aim to provide prototypes early in
the sprint that gets implemented within the same sprint.
However, they may also work ahead of development with
what they call “explore stories”, which may involve a UX-
designer to produce data for future sprints. However, when
explore stories are conducted, it is usually in conjunction
with user stories for that sprint. Furthermore, the
distribution of work between user stories and explore
stories can vary. P4 exemplified this by saying that in a
two-week sprint the first few days might focus on
providing prototypes on user stories to the development
team, and the rest of the sprint might focus on explore
stories whilst also being available for feedback and
usability testing for the developers.
Time estimation for working ahead All respondents said that they generally have sufficient
time to stay ahead (or in parallel in the case of P4) in their
current projects. However, P7 and P10 mentioned that it
can be difficult to estimate the time for UX-related work
which can challenge staying ahead. P10 also mentions an
opinion that the challenges with time estimating could be
improved if previous experiences for UX-related tasks
would be made more visible.
“I think there should be some work done to estimate UX-
work better based on previous experiences. Not just to see
that a user story took more time than anticipated, but more
specifically what kind of UX-related tasks that took more
time. So that we can use that knowledge for upcoming
sprints” - P10
Additionally, P7 and P4 mention that they have had
experiences where they have been assigned to many
different projects or products, which can be a challenge
when trying to work ahead. Hence they also mentioned that
UX-designers should preferably be able to be focused on
one product or project rather than being assigned to
several.
Prototypes & User Testing
A common comment amongst most respondents (P1-P8)
was that the prototypes provided to developers need to be
closer to high-fidelity rather than low-fidelity as this often
leads to a better understanding for developers of what to
do. The use of wireframes and lo-fi prototypes was
mentioned by some respondents (P2, P4, P5, P6, P7,
P8) as an initial starting point that could be used when
working internally with clarifying requirements in the
upfront phase and/or during the sprints to then be iterated
on - but that delivery to developers need to be closer to hi-
fi.
“The closer you are to high-fidelity, the more satisfied
developers are. However, when working with clarifying
requirements it can be of more low-fidelity so that you
don’t focus too much on graphical parts like color etc. But
once you deliver to developers, you need to be ready to
hand over something of more high-fidelity. You can’t just
hope for the best and expect developers to understand low-
fidelity sketches in the same way you do” -P2
In terms of user testing, many respondents (P3-P8)
mention that it is often conducted on high-fidelity
prototypes initially, although it may also occur on
implemented versions at later stages. How often testing
occurred was varied between the projects and respondents,
as no one mentioned testing to occur during or after each
sprint. Some respondents (P2, P3, P4, P5) mentioned that
testing was fully or partially done by other dedicated
members of the team or outsourced, and P8 specifically
mentioned the lack of a dedicated tester in their team as a
flaw because it leads to doing less user testing than what is
desirable.
“If we do testing it’s very minimal. I’ll do it before locked
[finished] designs, by getting some feedback from
customers and then changing things based on that. But for
projects we normally make a lot of assumptions[..] I would
love to do more user testing but we don’t have someone
dedicated to it so it’s hard for us to do because there is
already so much other things to do in two weeks[sprint
length] and often it’s not enough time” - P8
Relationship with Developers
As mentioned in the method, the collaboration between
UX-designers and developers was discussed with all
participants. Most respondents (P1-P5, P7-P10)
specifically emphasized that they would want more
consistent communication between developers and UX-
designers throughout the sprints. This is important to both
discuss prototypes and offer feedback during development
in order to gain a mutual understanding of technical
constraints and UX requirements.
“I think it is important to involve developers from early on.
So that I also design effectively and become aware of
technical constraints and opportunities. But also to
communicate with them continuously when they implement
it, so that we don’t become isolated to each other.
Otherwise, if they ask me something about the design after
a while, I might have forgotten it since I worked with it
during the previous sprint. But that’s not how it should be
so continuous communication is important” - P10
Whilst continuous communication was highlighted by
many respondents, some factors were mentioned which
could affect the collaborative nature, and these are detailed
below.
Being Co-located
Most respondents (P1, P2, P5-P10) have been co-located
with the developers in their recent projects. P2 mentioned
that the use of a user story map alleviated the
communication between developers and UX-designers
because it was always physically available in the
workplace and created a better understanding for
developers of relationship between features that are being
developed and upcoming ones. P2 also expressed that
upcoming user stories and designs were discussed with
developers to determine technical feasibility but added that
UX-designers should seek communication with developers
during development as well.
“As we sit close to the developers I am able to see whilst
they are working on something and see if there are
disparities from what was intended from the UX-side. If so,
we can discuss and they can fix it directly, and the
developers are also good at checking with us[...] You need
to take space as a UX-designer. If the communication is
missing be the one that communicates” - P2
Respondents P5, P7, P8, P9, P10 also expressed similar
sentiments and that being co-located with developers can
make it more convenient to have continuous
communication both when working on a design and when
it is being developed.
“Usually our intent is for the designers to be embedded
within the teams. So that there is constant communication
and we’re not only designing in a bubble where they can’t
carry out something from a code perspective or vice
versa” - P7
P8 gave an example of how they improved their process by
introducing scheduled “brainstorming sessions” early on
in a sprint where UX-designers and part of the
development team take part to discuss early prototypes
both from a technical perspective and UX perspective.
However, in addition to a scheduled session, being co-
located aids in having continuous communication when
needed.
“The brainstorm is normally when I first receive feedback
from developers. For instance, there was something I was
working just a little while ago where they thought the flow
was a little bit weird. So between brainstorm and the final
stages of the sprint, I had a lot more communication with
them and they sit close by so it’s easy.” - P8
Not being co-located
P3 and P4 were the only respondents that mentioned to not
be co-located with the developers in their recent projects.
P4 expressed that they generally felt that communication
during the sprint worked well and also expressed that it is
important for developers to understand the role of UX and
also give continuous feedback on designs, in addition to
the technical feedback.
P3 also mentioned that they discuss designs that they are
working on during the sprint, but that feedback was mostly
from a technical perspective to understand what is
technically feasible. However, P3 also expressed that not
being co-located meant it is more challenging to have fluid
feedback whilst a provided prototype is being developed.
“It can happen sometimes that prototypes I provide don’t
take the same form in production, with smaller details
differing. What I could wish for is that if we were working
at the same place, then we could communicate and provide
feedback more fluidly. Now, it is a slight effort to check if
someone has time and then call them, and so the work flow
can feel a bit stiff sometimes. Like, I create prototypes, talk
to them, they develop it and then I get to look at it
afterwards” - P3
P5, who has had previous experiences working with
offshore developers, expressed similar sentiments that it
can create a bigger separation between UX-designers and
developers, especially if the developers are not used to
working with UX-designers before.
Understanding & Mindset
Some respondents commented on the level of
understanding that developers might have of the role of
UX, as a factor that could affect how well the collaborative
nature between developers and UX-designers
becomes(P1,P3,P4,P5,P7,P8).
P5 mentioned that it is important for developers to
understand that design is also an iterative process that will
continually evolve and change. P5 also mentioned that in
their experience many developers do not have that mindset
and rather want to be handed a design and then be done
with it.
P7 also expressed similar sentiments but with a focus on
some developers not wanting to work as collaboratively:
“I’ve worked with great developers which I’ve had back
and forward communication with[..] But I’ve also had
other developers who were like ‘you do your work and
when you’re done give it to me and I will do my thing. And
if I cannot, you will have to figure something out’. We tend
to fight back a lot in those cases and we continually strive
to make things more collaborative”. -P7
P8 mentioned that in their current project they work quite
collaboratively, but P8 have also noticed other teams in
their organization where developers seem to want to work
more separated.
Another aspect P7 mentioned was that generally
developers might have a different way of thinking than
designers and gave an example of a challenge this may
present where developers give feedback that are based on
their own perspective, rather than being open for new ideas
and letting the users drive the decisions. P1 expressed a
somewhat close sentiment that in “engineering-focused”
organizations it is more common that they receive
feedback from developers of something not being feasible.
However, P1 also believes this is a result of the product
backlog and requirements being too feature focused (rather
than considering user-centered goals) thus giving less
room for flexibility in UX-related decisions.
Relationship with Product Owner
All respondents talked about a continuous relationship
with the PO throughout the project. In this context, some
respondents (P1, P2, P3, P4, P8) specifically mention that
it is important to have a PO that values the importance of
UX, as that tends to allow user needs to be more valuable
in the project. Furthermore, the respondents mention that
there can be conflicts of interests with a PO that is more
focused on other perspectives (technical or business
perspectives were mentioned) whilst undermining
usability factors.
“I think one of the key factors to integrate UX and Agile is
to have a PO that understands the need and role UX.
Because I’ve had previous experiences with PO that are
more focused on getting products and features out rather
than promoting and understanding the need to focus on
producing more user value in the products.” - P4
P1 specifically emphasize that a closer collaboration
between UX-designers and PO can be important to
incorporate requirements into the project that have been
validated.
“I think the PO and UX needs to be working closer with
each other. In my experience PO is often more technical,
but if the PO understands the value of validating ideas then
we will also have requirements in the backlog once they
have a clear worth” - P1
Opinions on Agile
When asked about their opinions on Agile methods and
working with UCD and UX-related activities in an agile
process, almost all respondents (P1-P4, P6-10) were
positive. Many respondents (P2, P4, P6, P7, P8, P10)
emphasize aspects of Agile that supports close
collaboration between different members of a project.
“Once you’ve done the upfront discovery work and start
working in sprints I think Agile is great. Because for
instance you can collaborate with developers much more
at that moment in time[...]If design was instead to figure
everything out and then passing it off to development, then
issues come up later and it’s a lot of rework”. -P8
P4 further exemplifies that Agile also allows them to
collaborate with decision makers to affect the projects
path.
“When working agile, I’ve experienced that you work
much closer to the people who are responsible for the
decisions. This also means that I can get my deas through
more effectively. For instance. I work near our
stakeholders and it makes it much easier to get my visions
incorporated throughout the project” - P4
Furthermore, the respondents also highlighted how Agile
allows for requirements to be adaptable which aids the
UX-process.
“I’m very positive to working Agile. It requires more work
but the end result becomes much better. It allows people to
gain knowledge throughout the project which they can
implement to the end product. It is rare that you in the
planning phase already know everything. Instead new
things will come up, and you can now refine it during the
projects lifespan. -P6
P3, whilst being positive towards Agile, also mentioned
that the lack of guidelines of how to incorporate UX-
activities to Agile brings challenges and exemplified this
in how P3 initially had scheduled sessions to motivate to
developers their role and try to suggest how to incorporate
their role to the work process.
In contrast to other respondents, P5 provided some
sentiments of not preferring to work in an Agile process.
P5 was mainly critical towards time-boxed methods in
Agile, e.g. Scrum, and expressed that such processes
hinder a fluid workflow.
“For instance, if we decided that something should be
done in a sprint, and then realize that we will not be able
make it - then suddenly the team starts losing
motivation[..] And you have the opposite as well, you over-
estimate and what do you do then? I think Agile in that
sense is not very suited to a more fluid or effective
workflow.[...] Sprints feel more like a tool for project
leaders to have control.” - P5
P5 also expressed opinions that Agile methods can be very
rigid, in how it in practice wants to deliver something
specific after each sprint and thus may not be that suitable
for iterative design development.
Summary of most common findings
The table presented below summarizes the most common
findings, categorized under each theme that emerged from
the thematic analysis and further reports the frequency of
respondents mentioning them. It should be noted that the
table does not outline all findings but rather includes topics
where the frequency was at least five respondents - with
one exception being under the Upfront Work theme where
the table also shows how many respondents indicated to
start from a planning or pre-work phase in their recent
projects.
Theme Frequency
Upfront work
Starts from Planning 6
Starts from Pre-work(Sprint 0) 4
Preference to start from planning 8
Workflow
At least one sprint ahead 9
Prototypes & User testing
Hi-fi prototypes to developers 8
Using lo-fi prototypes during the
requirements phase 6
Initial user testing on hi-fi prototypes 6
Relationship with developers
Need for continuous feedback during
prototype and software development stage 9
Co-location can improve communication 8
Developers understanding of UX can affect
collaboration 6
Relationship to PO
PO that understand and values UX 5
Opinions on Agile
Positive 9
Close collaboration 6
Adaptable requirements 6
Table 1: Table indicating the most common factors
mentioned by each respondent categorized under the
six themes that emerged from the thematic analysis.
DISCUSSION
As per the research question, the purpose of the study was
to investigate how UX-designers may perceive their
workflow in an Agile process. This includes understanding
cases of how they work and what factors they value to be
important in such an integration, but also the contrary of
what may create issues or challenges.
An initial starting point from the results is that almost all
participants of the study had a positive opinion of working
as a UX-designer in an agile development process. In
particular it was highlighted that agile methods has the
premise of introducing closer collaborations between team
members, allowing UX-work to be more effectively
integrated to the project. This is coherent to Silva et al.
review where improved collaboration between UX-
designers and developers were amongst the most common
artefacts of UX/Agile integration. Additionally, it should
be noted that in this study respondents also indicated that
it allows for closer collaboration with other members and
parties of the project, e.g. PO and stakeholders, which are
further valuable reasons for integrating UCD with Agile.
As detailed in the background, a conflicting concept
between Agile and UCD is how much upfront work should
be conducted before software development begins. In Silva
et al. review they mention Little Design Up Front as a
common artefact and portray it in their parallel track model
with a Sprint 0, and in this study all participants mentioned
the existence of a Sprint 0. However, an important
distinguishment should be made on what constitutes the
initial upfront phase and when UX-designers are
introduced at first. Two cases, based on the results, are
provided below.
1. Pre-work: UX-designers and the project team
start working from overall requirements that has
been provided to them by e.g. POs and
stakeholders. Work starts from Sprint 0 in which
UX-designers are tasked with supporting in
clarifying requirements for upcoming sprints and
performing UX-related work.
2. Planning: UX-designers are part of a longer
project planning phase where they together with
POs and other relevant parties aid in setting the
overall requirements and perform UX-related
work as part of this. This phase may start before
the team is set, and before the project officially
begins. It is generally longer than the timeframe
for a single sprint. This also leads to the start of a
project and sprint cycles(which could also include
a sprint 0) with the now assembled project team.
The second case would arguably be more preferred from a
UX-designers perspective since it allows user needs to be
incorporated into the products visioning right from the
beginning. The results from this study also support this,
since almost all respondents mentioned similar sentiments.
Furthermore, six respondents in this study mentioned that
they have been part of such planning phases in their recent
projects, indicating that it may have become more common
for organizations to introduce UX-designers in a project
planning phase. This could also suggest that more
organizations are willing to introduce UX aspects from an
early strategic viewpoint. These results are in contrast to
Dahls study [8] where they observed that UX-designers
were not part of the planning phase in the five cases studies
they performed prior to 2013. However, while much may
have happened in this area since their study, one should be
cautious in drawing too general conclusions based on the
small sample of this study.
It may be argued that a project planning phase as above
should not be regarded in terms of an agile context - as it
may bring forward elements of a waterfall approach. The
official Scrum Guide, for instance, doesn’t mention the
existence of planning phases (nor does it mention the
existence of a Sprint 0 for that matter). However, in
practice it seems plausible that there is an initial period
where the project is being planned in terms of scope,
resources and budget. Whether this is seen as a project in
itself, or part of strategic management, the existence of
such a phase in some kind is at least supported by the
respondents in this study. By including UX-designers in
the process of setting the initial requirements and vision of
it, the project is also set up for inducing user needs from
the beginning, as well as taking advantage of the UX-
designers role. Furthermore, this may also lead to a better
understanding of UX-aspects throughout the project team
since UX-factors becomes a core requirement for the
products strategy.
It should also be noted that UX-designers should not only
be included in this context in the beginning, but also
getting space to partake in it during the lifetime of the
project, i.e. being able to affect the requirements and their
prioritizations throughout the project. In this aspect, agile
methods such as Scrum support UCD since it has dedicated
spaces for the entire team to adapt the requirements
throughout the project. It should also be emphasized that
since the PO (in Scrum) is the one responsible for
maintaining the Product Backlog, the relationship and
workflow between the PO and UX-designer becomes an
important factor to integrate UCD to the process. The
results of this study also support this, since many
respondents mentioned the value of a continuous
relationship with the PO, and that a PO that has a higher
understanding of UX can be a beneficiary factor.
In terms of the synchronization of design and development
activities during the project, the results of this study concur
in many ways with the version of the Parallel Track model
presented by Silva et al. [6]. In particular, almost all
respondents mentioned that they worked at least one sprint
ahead of development with work to clarify requirements
and iterating on prototypes, as well as communicating with
developers during development. However - whilst the
results indicate that it is common to work one sprint ahead
with prototypes and two sprints ahead with research - the
results also showed that this is not always as rigid and it
may require more flexibility, i.e. that UX-designers might
have to work even further sprints ahead. How teams and
UX-designers may plan such a workflow in practice, was
not uncovered in this study. However, this may suggest the
need for teams to develop frameworks to more effectively
estimate the time for UX-designers work, and two
participants also mentioned that they find it difficult to
estimate the required time for UX-related work. One
aspect that was different to Silva et al. model was that that
this study could not conclude that UX-designers would
validate the implemented code from the previous sprint.
Instead the results suggest that feedback on the
implementation was often done in the same sprint. This
could be because of an assumption that implementing
changes to already coded features takes more time - thus
focus should be on providing feedback while it’s being
implemented instead.
Whilst it is important to allow UX-designers to incorporate
user needs to the projects vision - as discussed further
above - it is also important that UX-work is communicated
effectively and continuously within the team. This include
a shared understanding with PO and stakeholders (and
other relevant members), but also with the developers of
the team. The need for continuous communication between
developers and UX-designers was also highlighted in Silva
et al. parallel track model, although it mainly puts an
emphasis on UX-designers providing feedback once
developers starts implementation [6]. Most of the
respondents in this study expressed an importance of
communicating with developers both when
working/iterating on prototypes but also whilst it is being
implemented. This is both for the sake of UX-designers
and developers to give and receive feedback, but also to
promote a shared understanding between the parties in
terms of technical feasibility and understanding of the UX.
This can occur both through scheduled sessions, but also
ad hoc during the process. Furthermore, many respondents
suggested that UX-designers should be active in seeking
communication with developers, indicating that it may be
an important factor to be aware of in the UX-designer role.
The results in this study suggest that being co-located with
developers eases the possibility for continuous
communication, which is coherent with the findings of
Raison et al. study[17]. Three respondents in this study had
experience working with offshore developers, and two of
them indicated this could limit the amount of effective
communication and create a larger separation between the
two parties. However, due to the limited amount of
respondents in this regard, it may not be viable to draw any
drastic suggestions of how big of a problem this stipulates.
Another aspect that emerged from this study, was that the
understanding developers might have of the role of UX can
affect the collaboration between both parties, and this is
coherent with some of the findings of Chamberlain et al.
study[15]. It would be interesting in future studies to
understand how such issues can be mitigated. One
suggestion could be the use of a User Story Map, as
detailed by one of the respondents in this study. A User
Story Map could showcase how different features of the
product are connected from a user-centered perspective
and based on user needs - thus increasing the
understanding of UX across the team.
Limitation and Discussion on Method
The conducted study was aimed to follow a qualitative
approach in which semi-structured interviews were being
held to capture aspects that could answer the proposed RQ.
This approach allowed the conducted interviews to have
some structure, whilst also allowing the participants to
express ideas and opinions in an open-ended fashion which
was beneficiary for this study. However, one aspect that
should be mentioned was that some of the interviews
became more emphasized on certain topics as the
participants were inclined to discuss them more. This also
meant that not every aspect presented in the results was
discussed with each respondent. Thus, one should be aware
that if a participant is not referenced in the results, it does
not necessarily mean that the respondent did not agree - as
it instead could mean that it just was not discussed with
that participant.
The specified target group of respondents was decided as
UX-designers who solely work with that role in Agile
projects, and have them be from as many different
organizations as possible. This resulted in 10 participants
from 9 different organizations. The intention was that this
methodology would allow the conducted thematic analysis
to produce results from a UX-designer viewpoint, as well
as not being biased towards a selected few organizations
and their organizational structure. Instead a more general
overview of UX-designers perception of how they work
and what important factors there are in an Agile/UCD
integration could be given. However, there are some
aspects of this approach which could have been improved
in order to get better results.
One such factor is that there was not any particular
consideration done to whether the type of projects the
respondents were part of could affect the results. This was
neither done when recruiting interviewees nor when
analyzing the results. The types of projects in this study
varied from developing whole new products to
maintenance or partial new development of existing
products. There was also a variation in terms of whether
the product was for commercial use or for internal use
within an organization. Such factors and differences could
affect the way the project team is set up and therefore also
the results in this study. An improvement of the method
could thus be to target UX-designers working in specific
field of projects to get more viable results for that field.
Another factor that could have affected the results in the
study, is that the Parallel Track model was shown to each
respondent before asking them to brief the structure of how
they work. This was done as a way to drive the interview,
since there was an assumption that it would be difficult for
the respondents to explain their work process. However,
showing the model could have skewed their responses in a
way that might not have happened without having a model
for reference. A remedy for this could have been to present
the model after they had presented their own process.
Future research
For future studies one can research how organizations in
practice could include UX-designers from a project
planning phase. Whilst this study has provided cases of
UX-designers being part of such a phase, it did not delve
deeper into the factors of how UX-designers co-operate
with PO, stakeholders and other relevant parties during this
initial phase. A study focusing on how these parties can
work together before the development project officially
begins can be interesting for anyone seeking to involve
UCD from a strategic phase.
Another topic that could be interesting to research is what
kind of artefacts and methods can be used to improve the
communication and understanding between UX-designers
and developers. Whilst this study emphasizes the need for
continuous communication between the two parties, and
advices UX-designers to seek communication, it would
also be interesting to delve deeper into some practical ways
of how this can be done. As discussed earlier, a User Story
Map could be one such example, and further studies could
delve deeper into more such artefacts or methods.
Finally, further empirical research should be conducted in
the topic of Agile/UCD integration. Whilst this study
focused on gaining insights from the perspective of UX-
designers, it would be viable to to conduct studies with
other parties of an Agile team as well.
CONCLUSION
The study was conducted in order to answer the proposed
RQ: From the perspective of some UX-designers, how is
UX-designers working in Agile processes and what factors
may affect an effective integration of Agile and UCD
methods?
Based on the conducted study and thematic analysis, the
following are a summary of findings in respect to the RQ,
and may be regarded as suggestions or factors that can be
considered for integrating Agile and UCD processes:
• Introducing UX-designers from a project
planning phase - where they can aid in setting the
initial PB and vision of the project - may aid in
making use of a UX-designers role fully and
inducing user needs to the project from the
beginning. Thus, it may improve an integration of
Agile and UCD.
• During development, UX-designers can follow a
workflow where they work at least one sprint
ahead of development with work to clarify
requirements and produce prototypes to hand
over to developers in the subsequent sprints. This
can typically be working 1-2 sprints ahead, but
may require more flexibility in terms of how far
ahead.
• Low-fidelity prototypes may be used at an initial
stage whilst understanding and clarifying
requirements internally. However, when
delivering to developers, using high-fidelity
prototypes may ease the discrepancies between a
designers intention and what is being
implemented.
• A shared understanding between UX-designers
and developers can be aided if they are in
continuous communication throughout the
project. This includes UX-designers getting
feedback on prototypes from developers, but also
giving feedback to developers whilst it is being
implemented to avoid ambiguity. In practice, this
may require UX-designers to facilitate a
responsibility to seek communication with
developers throughout the project.
• A mutual understanding between UX-designers
and developers in regards to their respective
needs can improve the process. This can be in
terms of UX-designers understanding the
technical feasibility from developers standpoint,
but also for developers to understand the role and
function of UX and how UX-designers work and
what they produce.
• A PO that is aware of UCD, its goals, and values
it equivalently to the technical and business
perspectives of a project can be an important
factor for integration of Agile (Scrum) and UCD.
This may allow a UX-designers work and UX-
related factors to be more effectively integrated
and considered for the project and the PB.
Finally, as indicated by most respondents of this study,
Agile and UCD can be compatible as they share many
ideas in terms of an iterative/adaptable workflow and
allowing team members to work closely together.
Incorporating the above mentioned factors (including
further findings mentioned in the results) may improve
such an integration and allow the project to gain the
benefits of an improved user experience in the end product.
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