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	<title>Boxes and Arrows &#187; Anthony Colfelt</title>
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	<link>http://boxesandarrows.com</link>
	<description>Boxes and Arrows is devoted to the practice, innovation, and discussion of design; including graphic design, interaction design, information architecture and the design of business.</description>
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		<title>Bringing User Centered Design to the Agile Environment</title>
		<link>http://boxesandarrows.com/bringing-user-centered-design-to-the-agile-environment/</link>
		<comments>http://boxesandarrows.com/bringing-user-centered-design-to-the-agile-environment/#comments</comments>
		<pubDate>Mon, 01 Feb 2010 07:37:08 +0000</pubDate>
		<dc:creator>Anthony Colfelt</dc:creator>
				<category><![CDATA[Methods]]></category>
		<category><![CDATA[Process and Methods]]></category>
		<category><![CDATA[Special topic: Agile/Lean UX]]></category>
		<category><![CDATA[Usercentric]]></category>

		<guid isPermaLink="false">http://boxesandarrows.com/bringing-user-centered-design-to-the-agile-environment/</guid>
		<description><![CDATA[Anthony Colfelt is not anti-Agile, but he believes strongly about how user-centered design can operate in an Agile environment. Here he explains how he came to feel this way, the major pitfalls of Agile, and how he sees Agile and UCD fitting together in harmony.]]></description>
				<content:encoded><![CDATA[<p>When the exciting opportunity to work in a post-bubble dot.com startup arose, I jumped to take it. I had the luxury of doing things exactly as I thought right, and for a while it was truly fantastic. I built a team with a dedicated user researcher; information architect; interaction and visual designers and we even made a guerilla usability lab and had regular test sessions.</p>
<p>Unfortunately, the enthusiasm I had for my new job waned after six months when an executive was appointed Head of Product Development &#8212; who insisted he knew SCRUM<sup>1</sup> better than anybody. As the Creative Director, I deferred authority to him to develop the product as he saw fit. I had worked with SCRUM before, done training with Ken Schwaber (author<sup>1</sup> and co-founder of the Agile Alliance) and knew a few things from experience about how to achieve some success integrating a design team within SCRUM. This required the design team to work a &#8220;Sprint&#8221; (month long iteration) ahead of the development team. But the new executive insisted that SCRUM had to be done by-the-book. Which meant, <i>all</i> activities had to be included within the same sprint, including design.</p>
<p>Requirements came from the imagination of the Head of Product Development; design was rushed and ill-conceived as a result of time pressure; development was equally rushed and hacked together, or worse, unfinished. The end of Sprint debriefing meetings reliably consisted of a dressing down of the entire team by the executives (since nobody had delivered what they&#8217;d committed to i.e. they had tried to do too much, or had not done enough). Each Sprint consisted of trying to fix the mess from the Sprint before or brushing it under the carpet and developing something unstable atop the code-garbage. Morale languished, the product stank, good staff began to leave&hellip; it was horrible.</p>
<p>This is an extreme example of where SCRUM went bad. I am not anti-Agile although I&#8217;ve been bitten a few times and feel trepidation when I hear someone singing its praises without having much experience with it. Over the last eight years, I&#8217;ve seen Agile badly implemented far more often than well (and yes, it can be done well, too). The result of this is mediocre product released in as much time as it would have taken a good team to release great product using a waterfall approach. In this article, I will describe Agile and attempt to illuminate a potential minefield for those who are swept up in the fervor of this development trend and want to jump in headlong. Then I will present how practices within User Centred Design (UCD) can mitigate the inherent risks of Agile and how these may be integrated within Agile development approaches.<br />
</p>
<h3>Where did Agile come from?</h3>
<p>Envisioned by a group of developers, Agile is an iterative development approach that takes small steps toward defining a product or service. At the end of each step, we have something built that we could release to the market if we choose to and therefore it can assure some speed to market where waterfall methods usually fail. Agile prefers to work out how to build something as we go, rather than do a waterfall style deep dive into specification and then finding out we can&#8217;t build parts of the spec for some reason e.g. a misjudgment of feasibility, misjudgment of time to build, or changing requirements.</p>
<p>A group of developers such as Kent Beck, Martin Fowler and Ken Schwaber got together to come up with a way to synthesize what they had discovered was the most effective ways to develop software &#8211; The Agile Alliance was born. It released a manifesto<sup>2</sup> to describe its tenets and how it differs from waterfall methods.</p>
<p>Agile can be thought of as a risk-management strategy. Often developers are approached directly by a client who does not know what a user experience designer, information architect or user interface designer is. Roles such as these usually interpret what clients want and translate it to some kind of specification for developers. Without this role, it&#8217;s down to the developer to work out and build what the customer wants. Because Agile requires a lot of engagement with the client (i.e. at the end of every iteration, which can be as little as a week) it mitigates the risk of going too far toward creating something the client doesn&#8217;t want. As such, it is a coping mechanism for a client&#8217;s shifting requirements during development as they begin to articulate what they want. To quote the Agile Manifesto&rsquo;s principles &ldquo;Welcome changing requirements, even late in development. Agile processes harness change for the customer&#8217;s competitive advantage.<br />
</p>
<h3>Why do people rave about it?</h3>
<p>At the heart of what makes Agile attractive is the possibility of quicker return on investment for development effort, because we can release software earlier than we would have otherwise. In the short term, this is typically borne out. In the long term it can be too, though only when the team hasn&#8217;t fallen victim to temptation (more on that later). &nbsp;Agile is also good at generating momentum because the iterations act as a drumbeat to which the team marches toward manageable deadlines. The regular &quot;push&quot; to finish a sprint ensures that things move along swiftly. Agile is also good at avoiding feature bloat by encouraging developers to do only what is necessary to meet requirements.</p>
<p>Because it emphasizes face to face contact for a multidisciplinary team, Agile tends to encourage contribution from different perspectives. This is generally a positive influence on, pragmatism, innovation and speed of issue resolution. The team is empowered to make decisions as to how requirements should best be met.<br />
</p>
<h3>The Minefield</h3>
<p>In of itself, Agile does a good job of flexing to the winds of change. But one has to ask whether it was devised to treat a symptom of the larger cause: the business doesn&#8217;t know what it wants. While Agile enables the development team to better cope with this, it doesn&rsquo;t solve the problem and in most cases creates new problems.<br />
</p>
<h4>Mine 1: An unclear role for design</h4>
<p>In the best cases of business approaching developers to build some software, some of those developers may have design skills. But that&#8217;s not a particularly common scenario. Many developers have also had bad experiences with designers who don&rsquo;t know what they&rsquo;re doing. It took a long time for the design profession to come to grips with designing for complex systems and there is still a deficit of expertise in this field. &#8220;Business people and developers must work together daily throughout the project&#8221; is another principle of Agile. Where does the designer fit into the frame?<br />
</p>
<h4>Mine 2: The requirements gathering process is not defined</h4>
<p>Agile accommodates design activities from the perspective of a developer. It tends to shoe-horn these activities into their view of the world where requirements fall from the sky (from the business or customer who is assumed to be all-knowing) and takes for granted that they are appropriate.<br />
<br />
According to Ken Schwaber, SCRUM intends to be a holistic management methodology and leaves space for activities other than programming to occur within the framework of iterative cycles. But when organizations adopt SCRUM, too often the good parts of a waterfall process like research and forming a high-level blueprint for the overall design become the proverbial baby thrown out with the documentation bathwater. As the Agile Manifesto says, &#8220;Working software over comprehensive documentation.&#8221;<sup>2</sup> Many latch onto this and don&#8217;t want to do any type of documentation that might outline a vision, even if in a rudimentary sense.<br />
</p>
<h4>Mine 3: Pressure to cut corners</h4>
<p>Implementations of Agile that put design activities within the same iteration as they must be developed, ensure designs are achievable in code. But they also put tremendous pressure on the experience design team to &#8216;feed the development machine&#8217; in time enough for them to implement their vision. This can and does lead to impulsive design. So, what&#8217;s wrong with that? Well, nothing if you&#8217;re not adhering to user centric principles which suggest you should test ideas with end users before committing them to code.</p>
<p>Some assert that there are plenty of examples of best-practice interfaces to copy out there. So, why reinvent the wheel? Surely we can save time that way? Sometimes they&#8217;re right, but how will we know which best-practice interface works best in context with the user&#8217;s goals, with no time to test with the user? How can we innovate by copying what already exists? Before Google reinvented internet search, other search engines assumed a status quo which behooved the user to learn how to form proper search queries. It was institutional knowledge among the other search engines that this is how searching was done and customers simply had to learn to use it. Most people&#8217;s search results were poor at best. Then Google came along and realized what is now obvious. People just want to find what they&#8217;re looking for, not learn how to drive a search engine first. I&#8217;m not suggesting the other search engines could not have done what Google did sooner, but I am pointing the finger at a mentality which meant they missed the opportunity. Interestingly, Google is not known for its designers. It&#8217;s mainly a development house, but lots of those developers can clearly put a design hat on too.</p>
<p>There is absolutely nothing wrong with using Agile to produce results quickly; that is, if you don&#8217;t intend to release them on your poor, unsuspecting user without some usability testing. Just don&#8217;t be fooled that this is going to save you a lot of time if you want your new product to be right, because you will have to iterate to arrive at an appropriate solution. Alan Cooper has argued that this creates a kind of &lsquo;scar tissue&rsquo; where code that has to be changed or modified leaves a &#8216;scar&#8217; that makes the foundations of the program unsound.<sup>4</sup><br />
</p>
<h4>Mine 4: The temptation to call it &#8220;good enough&#8221;</h4>
<p>Invariably when we have release-ready working code at the end of each cycle, even if it&#8217;s sub-optimal, there&#8217;s a strong temptation to release it because we can. Agile condones releasing whatever we have so long as it works. Sometimes, that means doing what we can get away with, not what is ultimately best for the user. Equally, if we do decide that a feature isn&#8217;t right yet, it&#8217;s amendments get fed back into the requirements backlog where temptation strikes again. Should we spend time in our next iteration on a feature that we&#8217;ve already got a version of? Or shall we develop something new instead? Too often, the rework gets left in favor of exciting new stuff. An so on we go building a product full of features that don&#8217;t quite meet the bar.<br />
</p>
<div style="text-align: left;" id="l5ge"><img height="486" width="648" src="http://www-boxesandarrows-com.zippykid.netdna-cdn.com/files/banda/interaction-design/typical_agile.gif" alt="Typical Agile Development" /></div>
<h4>Mine 5: Insufficient risk-free conceptual exploration time</h4>
<p>Iteration &#8220;zero&#8221; (i.e. a planning and design iteration prior to the first development iteration) can be used to do this and other planning activities. However, depending on how long this iteration is, the level of rigor applied to exploration may be insufficient. An argument used by some Agile practitioners asserts that a working example of a solution is the best way to validate whether it is the right one through exposure to the market. This &#8216;suck it and see&#8217; approach bypasses an activity called &#8220;concepting.&#8221; Concept activities dedicate time to sketching different solutions at a high level and validating them in the rough with users before digging into detailed design or code. &#8220;Suck it and see&#8221; would have us just build it, launch it and see if it flies. This way, we&#8217;ve wasted time building something we will probably have to take apart or rebuild. The counter argument is: if it took as long to build as it would have to research and design before laying a line of code, then we break even. This statement is a stretch in practice because development itself usually does take longer than well-managed design research and conceptual exploration. Also, there has to be some level of design regardless&nbsp; of which methodology is used, and this adds days to the timeline.<br />
</p>
<h4>Mine 6: Brand Damage</h4>
<p>Let&#8217;s just say that design and research takes the same amount of time as development for argument&#8217;s sake. In the worst case, we completely miss the mark with the non-researched and designed solution and we have to start all over again. Then we&#8217;re back to the same total duration after developing it a second time, but there&#8217;s no guarantee we&#8217;ll get the solution right the second time either. All the while we&#8217;ve repeatedly foisted a botched product design on our users and adversely affected our brand. Many companies succeed on the back of their reputation for producing consistently appropriate products and services. When a company releases a flawed product or service, then their image in the customers mind (i.e. brand) is tarnished. Brand damage takes far longer to mend than it does to make. Software creators that fall victim to the temptation of &quot;good enough&quot; and fail to innovate through conceptual exploration put their companies revenues at risk. In a competitive market, repeated failure to meet user needs well leads to serious brand and subsequently financial repercussions, as other companies who do get it right take the business.<br />
</p>
<h3>Agile is good for refining, not defining.</h3>
<p>If you have an existing product that you want to develop to the next level, then Agile in its truest sense works because you have a base upon which to improve. This means that if you know what your requirements are and these have been properly informed with user research, comparative analysis, business objectives, and analysis of what content you have and what you can technically achieve, then Agile alone can work well.</p>
<p>But spending money on software development without a plan of what to build is like asking a construction crew to erect a tower with no blueprint. Some level of plan is necessary to avoid a Frankenstein of each individual&rsquo;s perspective on the best design solution.<br />
</p>
<h3>User Centered Design</h3>
<p>UCD requires iteration &#8211; design, test with users, refine, test with users again, refine&#8230; repeat till it&#8217;s right. This is where Agile and UCD can work brilliantly together. Agile really is about presuming you&#8217;ll need to change things, and that&#8217;s a good thing when it comes to refinement.<br />
</p>
<h4>Uncovering requirements to form a strategy</h4>
<p>User Centered Design (UCD) is not about answering requirements alone, but also includes defining requirements. When we practice UCD end-to-end, we pretend we know little. Little about what the solution to a problem should be; little about what the problem actually is because assumptions close us off to new possibilities. We prefer to allow some design research to create a viewpoint and then form a hypothesis as to what we might build. In this regard, we cross into the realm of product managers, producers, program managers, business analysts and the like, trampling toes with gay abandon and meeting resistance all around. Facing confinement to defining the boring old business need (distinct from the user or customer need), these folks would prefer we constrain our UCD work to usability testing on designs meeting the requirements they set out. They&#8217;d prefer we stick to just helping with development&#8230; and if we can do that quicker using Agile? Wahey!<br />
</p>
<div><img height="486" width="648" alt="Typical UCD Waterfall" src="http://www-boxesandarrows-com.zippykid.netdna-cdn.com/files/banda/interaction-design/typical_ucd.gif" /></div>
<p>Is it always appropriate to do extensive research before starting design? That&#8217;s a good question and one that Jared Spool&#8217;s Market Maturity Framework<sup>5</sup>&nbsp;helps answer. Sometimes, just getting something off the ground, regardless of how precisely we meet user&#8217;s needs with it is all we can afford to do. Once we graduate out of this &quot;Raw Iron&quot; stage into &quot;Checklist Battles&quot; focused on getting the right features and then beyond, research is a core ingredient to putting our feet in the right place.</p>
<p>After researching what the user and business requires, we can make the &#8220;Strategy&#8221; tier of Jesse James Garret&#8217;s Elements of User Experience<sup>3</sup>which underpins everything we do during the project. Do this well, and you really shouldn&#8217;t come up with something that&#8217;s fundamentally wrong. Agile doesn&#8217;t account for this beyond a planning phase (i.e. iteration zero), which may well define a strategy of sorts. But does it really define the correct strategy? Surely, that&#8217;s created through careful consideration of three things:</p>
<ol>
<li>Empathetic qualitative research that uncovers the user&#8217;s context, needs, goals and attitudes i.e. user requirements. Cooper suggests that the customer doesn&rsquo;t know what they want and advocates a role of interaction designer as requirements planner.<sup>4</sup> This would avert building to the wrong requirements in the first place, but the time to do this must come into the development lifecycle somewhere. It involves talking to users, preferably visiting with them in their environments to create experience models and user personas.</li>
<li>A thorough appreciation of what else in the big wide world exists in terms of products, features and technology that can be emulated somehow (not necessarily addressing a similar situation to ours).</li>
<li>A clear articulation of the business problem, objectives, success measures and constraints. Business people sat in a room discussing what they think should be done must be informed by all these things if the right strategy is to emerge. Agile doesn&#8217;t preclude that kind of consideration, but it does not mandate it either.</li>
</ol>
<p></p>
<div style="text-align: left;" id="ke2j"><img height="486" width="648" src="http://www-boxesandarrows-com.zippykid.netdna-cdn.com/files/banda/interaction-design/jjg_elements.gif" alt="JJG's Element of UE" /></div>
<p></p>
<h4>Concept Development</h4>
<p>If we manage to built something usable and reasonably intuitive without research or strategy, did we succeed? Most MP3 players fit this bill but none took off like the Apple iPod. Leaving interface usability aside, the iPod had a service concept behind it which included digitizing, replenishing and managing your entire music library with iTunes. This was part of the iPod concept from the outset and in combination with good marketing and design, continues to eclipse the competition over seven years later. But that concept needed to be sketched and iterated at some point. If we don&#8217;t explicitly build this into our Agile methodology, we can miss that thinking time.</p>
<div style="text-align: left;" id="sj0e"><img height="486" width="648" alt="Holistic Design Concept" src="http://www-boxesandarrows-com.zippykid.netdna-cdn.com/files/banda/interaction-design/holistic_concept.gif" /></div>
<p></p>
<h3>The best of both worlds</h3>
<p>UCD can be too documentation-heavy, isolated and risky but Agile needs help with defining requirements and concept development. How can Agile and user centric principles work together? First let&rsquo;s understand what works well with Agile and not so well with user centered design. In this regard, the work that user centered design calls the &lsquo;design&rsquo; phase can produce buckets of documentation which isn&rsquo;t read, describing interfaces specified in isolation which may not be feasibly coded in the time allotted to them. So, doing detailed design is best done in conjunction with the development team and in a way where resulting interfaces can be tweaked as you go.&nbsp;</p></div>
<p></p>
<div style="text-align: left;" id="zbdp"><img height="486" width="648" alt="Best of Both Worlds" src="http://www-boxesandarrows-com.zippykid.netdna-cdn.com/files/banda/interaction-design/best_of_both.gif" /></div>
<p></p>
<h3>A shared vision of the interaction fundamentals</h3>
<p>In good software development, a conceptual interaction model that has been thought through beforehand, outlines how the user navigates the system, performs tasks and uses tools in generic terms, i.e. not each and every navigation label, task or tool but rather the interface and interaction patterns that will persist. This produces something rudimentary to test with users to see if we got the big picture right. Following this roadmap sketched on the back of research and concepting prior to development activity, ensures consistency and cohesiveness when each component is coded separately to each other later. In many cases, the concept will need iterating to accommodate lessons from the journey. But we&#8217;ll at least have some indication of direction at a macro scale. Then, when in the midst of Agile iterations working out the details alongside our developer brethren, a level of expertise and experience is required of the designer because what we design will be built before we&#8217;ve had a chance to second-guess ourselves. Domain knowledge and an understanding of interface paradigms that work is also a big help. But to build new projects from scratch without a shared vision is a mistake.</p>
<p>Risky interfaces that are new or significant improvements on what has been seen before, are best tackled as design-only activities in a sprint prior to when they will be developed (i.e. do involve developers, don&rsquo;t try to produce code). This circumvents the pressure to deliver something before proper thought, reflection and user testing, which ensures you&#8217;re not wasting time and effort. Sometimes most of the product will be done this way and that&#8217;s fine so long as developers and designers are still working together and talking every day. The first development iterations are an important time for the developers to lay the architectural foundations based on the vision. Designers should use this time to get a jump on any high-priority tricky interfaces so the development team isn&#8217;t waiting for something meaty to start on when it comes time to build features.</p>
<p>Most important to success, the business needs to accept that some things won&rsquo;t be right the first time around and commit to iterating them prior to release i.e. not be led into the temptation to release something that&#8217;s not right yet.</p>
<h3>Conclusion</h3>
<p>In summary, dogmatic attitudes about each of these approaches should be avoided if they are to be combined. Remember, Agile does not mandate how to define concepts or overall design direction, but it is a great way to execute on solid design research and well laid plans. UCD needs to be flexible enough to respond to the reality on the ground when the implementation team encounters issues that mandate a different design solution. Document only what is needed to get the message across and co-locate if at all possible, because cross-disciplinary collaboration and face to face communication are vital. Working a sprint ahead of the development team is helpful in allowing the design team enough time to test and iterate. If these rules of engagement are followed, the two approaches can work very well together.</p>
<p>Notes:<br />
1. <a href="http://www.amazon.com/Agile-Software-Development-Scrum/dp/0130676349">Agile Software Development with SCRUM by Ken Schwaber and Mike Beedle</a></p>
<p>2. <a href="http://agilemanifesto.org/">Manifesto for Agile Software Development</a></p>
<p>3. <a href="http://www.jjg.net/elements/">The Elements of User Experience by Jesse James Garrett</a></p>
<p>4. <a href="http://37signals.com/svn/archives2/extreme_programming_vs_interaction_design.php">Extreme Programming Vs. Interaction Design. Interview with Kent Beck and Alan Cooper</a></p>
<p>5. <a href="http://www.uie.com/brainsparks/2007/07/17/the-market-maturity-framework-is-still-important/">The Market Maturity Framework is Still Important – Jared Spool</a><br /></p>
]]></content:encoded>
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		</item>
		<item>
		<title>Building the UX Dreamteam &#8211; Part 2</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam-part-2/</link>
		<comments>http://boxesandarrows.com/building-the-ux-dreamteam-part-2/#comments</comments>
		<pubDate>Thu, 10 Jul 2008 08:01:18 +0000</pubDate>
		<dc:creator>Anthony Colfelt</dc:creator>
				<category><![CDATA[Learning From Others]]></category>
		<category><![CDATA[Professionalism]]></category>
		<category><![CDATA[Workplace and Career]]></category>

		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam-part-2/</guid>
		<description><![CDATA[In this second part of a two-part series, UX manager Anthony Colfelt follows up with some solid considerations when looking for your next superstar. Building a dreamteam goes beyond looking for tight technical skills: personal chemistry is needed to find that perfect match.]]></description>
				<content:encoded><![CDATA[<p>As we discussed in &#8220;part one&#8221;:http://www.boxesandarrows.com/view/building-the-ux, the skills in research, information architecture, interaction design, graphic design and writing define the recognized areas of User Experience design. However, there still remains much to discuss about what makes a UX team dreamy.</p>
<p>Each UX Dreamteam has a finely tuned mix of skills and qualities, as varied as the environments in which they operate. Part two will address whether a person has the right &lsquo;hard&rsquo; skills and &lsquo;soft&rsquo; qualities like communication style, creativity and leadership ability to fit your particular organizational context. We&rsquo;ll also touch on the quality of an individual&rsquo;s personality that may or may not complement the others on your team.</p>
<p></p>
<h2>Personality</h2>
<p>Perhaps the most important consideration in forming your Dreamteam is mixing the personalities of your superstars. As mom used to say &ldquo;It&rsquo;s not just about how you look, it&rsquo;s what&rsquo;s inside that counts.&rdquo; A candidate may look ideal on paper, but until you have them in front of you, talking and interacting, you won&rsquo;t know if what is inside will be a fit. Your group spends almost as much time together as apart, they need to respect and like one another to work well together. Personality typing tests hold the promise of quantifying the immeasurable, but you would be ill advised to use them as part of the interview process. Myers Briggs, DISC and plenty of others use various axes to measure the intrinsic tendencies of a person.</p>
<p>As cool as it sounds, the science is just not exact enough to act as the basis of any decision. This is not to say that these tests are not illuminating in their own right &ndash; they certainly foster greater understanding and empathy among teams. Generally speaking, though, people under pressure may answer personality tests as they think they should rather than honestly.</p>
<p>Collaboration is a big part of design best practice and the ability to work well with teammates should be of paramount concern. Selflessness indicates that a candidate is a team player as they seek to raise not only their own reputation, but equally those with whom they work. Humility, humor and empathy are virtues particularly relevant to the creative industry and should be sought after in UX professionals. Each player on the Dreamteam accepts when they&rsquo;re mistaken, keeps each other creatively entertained and feels for the users they serve.</p>
<p>As much as any skill or quality we have already discussed and will explore in this article, finding the right personality type you need is the classic answer: &lsquo;it depends&rsquo;. It depends on the personalities of existing Dreamteamsters, the type of work they do, and on the organization into which they must fit. There is no magic formula, but there is one thing to always avoid: toxicity. Morale and productivity can be totally undermined by a &#8220;toxic person&#8221;:http://bipolar.about.com/od/support/a/070315_toxic.htm. Having one aboard can turn your Dreamteam into a nightmare.&nbsp; So, do your homework to avoid inadvertently hiring them.</p>
<h3>Screening Tips:</h3>
<p>Look for signs of toxicity by asking about previous work places and their interactions with teammates. Did they voluntarily leave the last job? Do they mainly talk badly about their last workplace? Remember, a toxic person is often manipulative and they may seem great on the surface, so check references. If you misjudge a new hire and you realize you have a toxic person aboard, waste no time in jettisoning them, no matter how skilled they may seem.</p>
<p></p>
<h2>Creative and Analytical qualities</h2>
<p>Most jobs in the UX Dreamteam involve a level of creativity and analysis, but it&#8217;s a rare gem who is a rock-star operator in both these modes. But visionaries and analysts are equally necessary, ensuring great ideas <i>and</i> the ability to organize and actualize them.</p>
<p>A creative person doesn&#8217;t see a glass half empty or half full, but instead asks why it should be a glass at all. An ability to think laterally, meaning&quot; to escape from a local optimum in order to move towards a more global optimum&quot; (&#8220;Edward de Bono&#8221;:http://www.edwdebono.com/debono/lateral.htm) &#8211; is the talent from which innovation is born. A Dreamteam accesses their creativity readily and regularly to push beyond the obvious for an appropriately innovative solution. Ensure a proportion of creative genius in your Dreamteam to increase business success and thereby the team&#8217;s reputation.</p>
<p>Your analytical superstars can process vast amounts of information and distill it into a concise and cohesive experience for the user. They are methodical, account for every detail, and question inconsistencies. They grow solutions by breaking a system into its component parts, then creatively reassemble it in logical order. Good analysts are passionate and detail-oriented when identifying patterns in data and behavior.</p>
<h3>Screening Tips:</h3>
<p>Given how ideas are often difficult to credit to the interviewee, gauge creativity from the dialogue and candor during the interview. A truly imaginative person effortlessly surprises you with a fresh, off-beat approach to old problems. Responses to tangential or seemingly random questions can help illuminate this quality. If they can link the absurd back to realistic solutions coherently and with humor, you can be sure there&rsquo;s creativity within. Analytical people are interested in details. Does your candidate flinch at the idea of auditing the content of large information system? If they have they done data analysis before, did they jump into it enthusiastically? How did it go?</p>
<p></p>
<h2>Practitioner vs. Managerial qualities</h2>
<p>Managerial qualities are confused with experience in most professions, and UX is no different. Experience correlates with peer respect, but respect is not all a manager must command. Peter Merholz talks of managers needing to be either &quot;T&quot; shaped &quot;Bar&quot; shaped, referring to the profile of skills they possess. &quot;T&quot;-shaped people have a broad and shallow knowledge of most skills and go deep in only a few.</p>
<p>&quot;Bar&quot;-shaped people do not plunge the depths of any expertise. As &#8220;he says&#8221;:http://www.peterme.com/?p=580, they are all about the connections between disciplines, and being able to articulate the power of that integration. An &quot;I&quot; shape would indicate deep knowledge in just one or two areas. This profile suggests an awesome specialist practitioner (yes, there is an &quot;I&quot; in Dreamteam!).</p>
<p>Good bosses are quietly also coaches, therapists, facilitators, communicators, organizers and politicians. As leaders, they are comfortable in setting an agenda for others to fulfill while inspiring the Dreamteam to meet or beat that agenda. Your luminary leader provides &lsquo;air cover&rsquo;, also known as &lsquo;running interference&rsquo;. Making space for their reports to work by fending off interfering people or tasks, the manager ensures the Dreamteam is focused, not randomized.&nbsp;</p>
<p>People who find less satisfaction in helping others to be effective are better placed as well-compensated senior practitioners. To presume that someone senior should be promoted into a management position is misguided. A manager&#8217;s UX skills are less important than their ability to co-ordinate a group of individuals and spot what your organization needs from them.</p>
<h3>Screening Tips:</h3>
<p>When seeking managerial talent, look for someone who will revel in the Dreamteam&#8217;s success, rather than their own. How have they &quot;run interference&quot; in the past? New managers sourced from within a team show a tendency to get the best out of others prior to their promotion. This is known as &quot;acting up&quot; and makes a good task to set potential managers to test their aptitude. If you&rsquo;re looking for a practitioner, be sure they&rsquo;re not fixated on being a manager, lest their ambitions undermine the effectiveness of your designated leader.</p>
<p></p>
<h2>Strategic vs Tactical Ability</h2>
<p>We all know guys who stand idly by, watching others do their work and wryly commenting, &quot;You look after the details, I&#8217;m the big picture man.&rdquo; Those who strategize with &#8216;blue sky&#8217; ideas can raise the ire of people slaving at everyday tasks. Tactical skills are just as valuable as strategic. Each serves their purpose in envisioning and getting things done.</p>
<p>Conceiving an entire system and determining what both the business and users get out of it are the domains of big picture people. It is hard to imagine success without their vision to work toward. These people can be creative or analytical but find implementation a chore. They are typically well informed of industry trends and can forecast the future through them. While vision is an awesome asset, without attentive &quot;small picture&quot; work, it&#8217;s an apparition. Strategists think one to five years ahead and beyond and are good at depicting a vision.</p>
<p>Tactical people focus on day-to-day activity and on success in the one to six month timeframe. With the exception of think tanks, the organizational balance needs to skew toward small picture people in order to achieve success. Many startups and UX teams fail because of the inverse balance.</p>
<h3>Screening Tips:</h3>
<p>To find the detail-oriented, look for evidence of finishing products and a personal satisfaction in seeing all loose ends tied up. A strategic thinker will show evidence of helping others to see the wider context of what they&#8217;re doing, often through conceptual and architectural diagrams. Can they show you some? Also ask questions which illuminate how they&#8217;re plugged into where your organization&#8217;s industry and the wider UX field is headed.</p>
<p></p>
<h2>Innies vs. Outies</h2>
<p>In-house teams (aka &quot;Innies&quot;) have needs different to external agencies that provide interface building/designing services or consultancy. An in-house team is working toward increasing profitability through UX. In many cases, the nature of projects does not change over time because there&#8217;s only one type of business to support. Exceptions exist, but in general those building in-house teams should discount candidates who need variety to thrive.</p>
<p>The in-house Dreamteam is also better suited to agile development methodologies, which rely heavily on face-to-face contact. Unless a consultant is able to work on-site for the duration of the agile project, they will not be able to fulfill some of the tenets surrounding &lsquo;less documentation, more talking&rsquo;. Aside from communicating an absent author&rsquo;s intentions, documentation is a mechanism used by agencies to cover their backside if a client claims poor diligence and won&rsquo;t be abandoned willingly.</p>
<p>Agencies don&rsquo;t make much money from staff who aren&rsquo;t comfortable playing the consultant role. Working under pressure, answering expertly on all subjects related and sometimes unrelated to the job requires a certain type of communication style and self-confidence. Agency staff (aka &ldquo;outies&rdquo;) must be broad-skilled and part salespeople to make their expertise and company&rsquo;s value obvious to clients. This isn&rsquo;t to say that these qualities aren&rsquo;t good to have on the in-house UX Dreamteam, but they&rsquo;re less critical to business success and can be compensated for in other ways.</p>
<h3>Screening Tips:</h3>
<p>Stack your in-house team with stars who are tactical, for their willingness to roll up their sleeves, dig-in and get enjoyment from attacking a long-term goal is what you need. Strategic thinking is also attractive, but you may want to emphasize this in your management function where vision is expected. Beware hiring those with purely &quot;innie&quot; experience for &quot;outie&quot; roles and vice versa. Outies may find innie work mundane and innies can struggle in the faster-paced, higher-pressure outie workplace. Outies need to have political and sales savvy to navigate varied organizations and present value. Confidence, plausibility and magnetism will be obvious &ndash; you&rsquo;ll want to hire them before they&rsquo;ve shown you their ample skills. Though be sure they have those too!</p>
<p></p>
<h2>Organizational Contexts</h2>
<p>Hiring managers generally consider organizational context subconsciously when preparing their Dreamteam, usually feeling out the candidate with gut instinct rather than concrete comparisons.&nbsp; It helps to abstract the organization into something you can test applicants for compatibility with, like a &#8220;persona&#8221;;:http://en.wikipedia.org/wiki/Persona for instance, then you can envision a compatible teammate for that persona. Size, work processes, project types, employees, industry and brand among other things influence the organization&rsquo;s personality.</p>
<p>Some organizations are process-driven and others are more free-form. Process ensures that work complies with a to-do list prescribing smooth running and/or best practice. The less experienced use process like new bicycle riders use training wheels. Some people flourish within a controlled environment. Others feel hampered or oppressed by it. What are the processes used within your organization? What unique characteristics do individuals who operate within them need to be happy and successful?</p>
<p>A Dreamteam&rsquo;s number will impact the duties each superstar performs. Small organizations can have tasks similar in number to their larger counterparts, but spread them among fewer people. This inevitably means one fulfilling multiple roles. The graphic designer might double as the interface-layer coder. The Information Architect may also be the researcher and writer. If you are in a small organization, a &lsquo;gun&rsquo; specialist with all their UX skills primarily in only one area may not be a good fit.</p>
<p>Every workplace has a pace. Agile development or simply expeditious environments tend to be frenetic and mean working quickly. Some people don&rsquo;t perform without time to pause, think, rework and perfect their work. Others will be frustrated if it takes a long time to get things done. They won&rsquo;t always agree that crafting something perfectly, or documenting design thoroughly is time well spent. Sometimes perfection is expected, but timescales remain fixed. In this case, experience and coping well with stress is consequential.&nbsp;</p>
<h3>Screening Tips:</h3>
<p>What kind of personality does your office have? Who would get along best with that person? Prepare to win the best fit by making a list of organizational attributes and qualities that will complement these. Agile methodologies should be coupled with experienced folk who are natural communicators; as should organizations without process to guide activities. A quiet consensus builder might suit a contentious office, etc. Use the example below to get you started &ndash;&nbsp;be creative and modify the attributes as you see fit.</p>
<p></p>
<h2>Company Persona and Match</h2>
<p>Here&#8217;s an example of how you might break down how a potential new team member might fit in with your organization:<img src="http://www-boxesandarrows-com.zippykid.netdna-cdn.com/files/banda/building-the-ux48/buildingux_dreamteam.table.png" width="637" height="450" alt="Take the time to analyze what your Dream Team needs and how well that fits potential talent." title="Take the time to analyze what your Dream Team needs and how well that fits potential talent." align="center" /><br />
</p>
<h2>Where do we go from here?</h2>
<p>Hiring UX staff is rarely easy, but now you can take a structured approach to identifying the skills and personal qualities your team needs within your organizational context.&nbsp; Like any craft, building the UX Dreamteam takes practice and the occasional mistake leads to growth as a hiring manager. Even when you think you&rsquo;ve mastered it, there is still an element of luck to contend. You may be willing to compromise skills and qualities for someone who just feels right and your instincts shouldn&rsquo;t be discounted. Allow them to inform your choices while thinking about the areas we’ve touched on to build the UX Dreamteam that will make your organization shine.</p>
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		<title>Building the UX Dreamteam</title>
		<link>http://boxesandarrows.com/building-the-ux-dreamteam/</link>
		<comments>http://boxesandarrows.com/building-the-ux-dreamteam/#comments</comments>
		<pubDate>Wed, 28 Nov 2007 04:43:14 +0000</pubDate>
		<dc:creator>Anthony Colfelt</dc:creator>
				<category><![CDATA[Methods]]></category>
		<category><![CDATA[Professionalism]]></category>
		<category><![CDATA[Workplace and Career]]></category>

		<guid isPermaLink="false">http://boxesandarrows.com/building-the-ux-dreamteam/</guid>
		<description><![CDATA[Every time you hire someone for your UX team, you make a gut call that their personality and skills are what they seem. Anthony Colfelt looks to arm you with ways to make the hiring decisions that fit the best people into the reality of your business context.]]></description>
				<content:encoded><![CDATA[<p><i>Part one of a two-part article.</i><br />
 </p>
<p>Finding the right person to compliment your User Experience team is part art and part luck. Though good interviewing can limit the risk of a bad hire, you need to carefully analyze your current organizational context, before you can know what you need. Herein lies the art. Since you can&#8217;t truly know a candidate from an interview, you gamble that their personality and skills are what they seem. Aimed at managers and those involved in the hiring decision process, this article looks at the facets of UX staff and offers ways to identify the skills and influence that will tune your team to deliver winning results.</p>
<h2>The Art</h2>
<p>There are many pieces to the User Experience puzzle. The art of fitting the roles together to compliment each other and your particular situation requires a bit of luck and intuition. Try as we might, it is nearly impossible to find someone who is highly skilled in all areas, so you will want to find either a &quot;Jack of all trades&quot; or a specialist. First, lets explore some loose definitions of various skills that make up the User Experience Team.</p>
<p>Skills are measurable. Anybody can learn new skills through education or apprenticeship. They are the capital built over the course of a career, making the applicant more saleable. Categories of research, information architecture, interaction design, graphic design and writing help us communicate and understand the part each skill plays in defining user experience. Not to be confused with <i>roles</i> &#8211; which define the activities of any member on the team &#8211; staff employ <i>skills</i> to do the work.</p>
<p>Let’s look at skills in a sequential order, as they’re typically utilized when practicing User Centered Design. We’ll begin with research.</p>
<h3>Research Skills</h3>
<p>Research is interwoven into all user experience roles &#8211; the inspiration and validation of ideas and designs greatly enhances the chance of success in meeting your design objectives.</p>
<p>This skill, as it relates to UX, is about asking questions and illuminating a subject area in unobvious ways. Knowledge of psychology, sociology and anthropology are used to tease out intelligence from users, market data and academia. In this regard, Interaction Designers and Information Architects must use research skills to inform the strategic aspects of their job. Even a cursory study of a potential product’s competitive landscape requires an essential research component.</p>
<p>The researcher in us takes a scientific approach to the study of humanity and uses quantitative and qualitative studies to inform the design process. Roles on the UX Dreamteam employ techniques such as:</p>
<ul>
<li>Contextual inquiry &#8211; field research that involves interviewing users “in context” i.e. as they perform familiar tasks in their normal environment</li>
<li> Surveys &#8211; one questionnaire answered by many respondents, statistically analyzed for trends direct us toward a user’s requirements</li>
<li>Usability testing &#8211; key for highlighting UI and system design flaws as well as opportunities </li>
<li>Card sorting &#8211; used by IAs to test categorization ideas</li>
<li>Emotional response testing &#8211; great value to graphic designers seeking direction on the impact of their visuals</li>
</ul>
<p>Research skills punctuate the UX professionals’ work agenda.</p>
<p>Being good at research is key, but disseminating the results for maximum impact to ensure findings are used is equally important. A lack of attention to this can undermine valuable work. Good communicators reap the benefits of clearly, poignantly presenting facts and theories.</p>
<p>A researcher, whether dedicated to this role or filling it temporarily, needs to be pragmatic. Remaining objective &#8211; interpreting findings only from collected data &#8211; is often a challenge when we are invested in a particular idea or direction. Researchers should be inquisitive and analytical with an empathetic instinct to dig beneath the surface of things.</p>
<p>Screening tips: Look for some evidence that a candidate understands scientific method with regard to research. They should also be able to separate themselves from an emotional attachment to their own ideas. Not to say they should be dispassionate about finding the right answer, but their personal biases should not taint this effort. Probe their ability to analyze data. Test to see if their nature is exploratory (good) or if they are just as happy to make general assumptions (not so much). See how they have creatively engaged the team with research findings by threading them in to the day’s work.</p>
<h3>Information Architecture Skills</h3>
<p>Information Architecture entails designing an information system and the users’ pathways through it. The IA’s goal is to create a system that will provide useful information to suit the user’s context. System structure, inputs and outputs of information, semantic analysis and accommodating changes in the user&#8217;s context are in the information architect’s domain.</p>
<p>Frequently Information Architecture (IA) and Interaction Design (IxD) skills are confused. Job titles of one or the other do not neatly describe the skills at work and it’s common for an “IA” to use IxD skills and visa versa. Jesse James Garrett in his book <i>The Elements of User Experience</i> differentiates IA and IxD by the type of system being designed. He asserts that Information Architecture fits a model of the web as a hypertext system, rather than a software interface. Johnathan Korman from Cooper delves into the distinction in his article <i><a href="http://www.cooper.com/insights/journal_of_design/articles/the_web_interaction_architectu.html">The Web, Information Architecture and Interaction Design</a></i> &#8211; “IA means defining information structures to answer the question &quot;how does a user find the information they want?&#8230; IxD means defining system behaviors to answer the question &quot;how does a user take the action they want?”&#8230;”</p>
<p>IA and IxD <i>roles</i> can work in tandem. The IA defines what data needs to appear and the IxD crafts the UI and user flow. Primarily IxDs in this setup are focused on the nuances of the functionality of the system, and IAs on the data that drives it or is manipulated through it. This is a good strategy for large scale, data-centric projects such as defining a content management system. For smaller projects, one person may perform both roles more efficiently. What type of systems does your team work on? How much of your work is about “content” and searching and how much is about software UI?</p>
<p>IA activities fall into two categories. Big IA includes creating ontology, categorization and metadata design. Little IA is labeling, auditing content, creating sitemaps and wireframes. Do you know which of these you really need?</p>
<p><a href="http://www.wurman.com/rsw/index.html">Richard Saul Wurman</a> &#8211; an architect and graphic designer &#8211; coined the term “Information Architecture” about 30 years ago. He laid out the domain of what’s now more commonly thought of as broadly “information design” with an emphasis on systemic design. The practice of IA we see today was matured by those in the field of information and library sciences, such as <a href="http://semanticstudios.com/about/">Peter Morville</a>. An IA is an analytical, left-brained beast with a detailed eye for modeling content, metadata and information retrieval systems. They are tireless completers, auditing seemingly endless quantities of information, carefully filtering it and finding the patterns within.</p>
<p>Screening tips: Look for patience, attention to detail and a comfort with language, particularly vocabulary, synonyms and definitions. Pattern analysis and capacity for cataloging and organizing information such as content types, article topics, genres, authors, dates, etc, is essential. Conclusions should not all be derived from their own organizational prowess &shy;&#8211; are they inclined to gain inspiration or test ideas with users? The difference between administrative, intrinsic and descriptive metadata should not be foreign, after all, they revel in semantics!</p>
<h3>Interaction Design Skills</h3>
<p>The Interaction Designer is a story-weaver &#8211; scripting the narrative between man and machine &#8211; the dialogue of system response to user action. Goals, behavior and flow are significant strategic concerns, but this skill goes beyond making interfaces relevant and usable. IxD marries personality with each interaction story, creating a system with which users make an emotional connection. Interaction Design and Visual Communication work together to breathe life into software UI. IxD defines the way the user manipulates the interface and Visual Communication determines how that looks in concert with all the other visual elements on screen. Blending analysis and creativity &#8211; working between artistry and engineering &#8211; Interaction Design concepts muster team consensus around what to build via the user interface layer.</p>
<p>Scenarios, flow diagrams, interaction models, prototypes and wireframes are typical deliverables of interaction design. They capture the desired user experience that is translated into a functional specification.</p>
<p>Because interaction design is primarily about creating intuitive interfaces, a measure of empathy produces the best results. This skill is not a precise science, so humility and resilience in the face of criticism (or sometimes failure) is also good.</p>
<p>Screening tips: Look for an interest in and aptitude for psychology; passion for making things work intuitively; enthusiasm for the difference between good and great interactions. Do they understand how to brand an interaction? Good IxDs make stories; can they hold your interest? The world is full of interaction &#8211; they should draw their inspiration widely. They must be comfortable with research and usability concepts too.</p>
<h3>Graphic Design Skills</h3>
<p>Graphic design (also known as Visual Communication, Information Design or Visual Design) is primarily concerned with clearly communicating the aesthetic, personality and function of a system and to invoke feeling. Strategically, an understanding of branding on a level deeper than visual identity, delving into messaging, semiotics and interaction is important. It is here that they work closely with writers and Interaction Designers on software or with an IA on hypertext systems. Tactically, Visual Communicators ensure that the UI layer is lucid, communicates visual hierarchy and represents the brand in ways that appeal to the end user. Inherently creative, Visual Communicators demonstrate a passion for the marriage of beauty and function.</p>
<p>In collaboration with other disciplines, graphic designers translate concepts visually to persuade stakeholders. They produce ‘comps’ (short for composite or comprehensive) of the UI, advertisements, illustrations and corporate identity treatments. Some companies like to have their graphic designers produce CSS, thereby ensuring that every detail is captured in the finished product. When a graphic designer must compromise their design for technical reasons, an acceptable solution is arrived at more quickly with no friction between development and design. It’s helpful if your graphic desinger can converse in the terms of your technology.</p>
<p>The wider field of graphic design has its share of passionate folk. However, most that have moved to the technology sector have since matured of “artist’s ego”. A lot of compromise typically comes with crafting the surface layer of technology so only those who are flexible survive. Evoking emotional response, passion, flair and patience for refining details are hallmarks of the graphic designer.</p>
<p>Screening tips: Test for an understanding of branding beyond the visual, moving into interaction and messaging. Be sure they embrace usability concepts and processes and are as concerned with user comprehension as beauty. Gather evidence of “willingness to compromise”. Do they value what other UX disciplines bring to the team? Ensure they understand CSS or the constraints of your particular interface technology. How concerned are they with engaging the emotions of the user?</p>
<h3>Writing Skills</h3>
<p>Good writers can effortlessly guide users through an interface with concise instructional copy. They have the ability to create memorable taglines, deduce complex concepts into layman&#8217;s terms and author well-researched and thoughtful articles. Great writers have honed their skills well beyond what we learned in high-school English.</p>
<p>Steve Calde from Cooper says in his article <i><a href="http://www.cooper.com/insights/journal_of_design/articles/technical_writing_and_interact_1.html">Technical Writing and Interaction Design</a></i>, writers have a pivotal role to play in the interaction design process: “As the first people actually trying to explain how the product works in users&#8217; terms, technical writers are in a unique position to spot problems.” He is speaking from the technical writing perspective.</p>
<p>When we talk about writing to express a brand, there is a synergy between all disciplines committed to creating a strong voice. A writer’s ability to express the brand through phraseology is key not only for creating associative messages for the customer, but also for driving home a subtle Interaction or Visual Design personality.</p>
<p>Other than manuals or help files, instructions, labels, advertising headlines and copy, a deliverable missing from many UX teams is a style guide that details how concepts are to be expressed. Do you currently have a clearly articulated and documented voice and style?</p>
<p>Writing requires patience. Language allows us to express ourselves in many different ways and it can be a contentious area for stakeholders concerned with the message sent to readers. Therefore, subjective rework can happen, especially with highly visible projects. Empathetic people make good technical writers since they can quickly learn to speak the language of an audience who needs them to be clear. Equally, those exhibiting flair and wit often craft great marketing material.</p>
<p>Screening Tips: Are they comfortable with language? Can they demonstrate a command of the language to explain or sell ideas. Can they demonstrate how you create a ‘Brand Voice’ and keep it consistent?</p>
<p>While skills are important, less tangible qualities are arguably more so. With time skills are developed, but people who are creative or analytical, strategic or tactical, directive or hands-on are like this by nature. It behooves the hiring manager to identify which of these qualities are needed. In the next part of this article, we will look at some of the less tangible qualities of UX Dreamteam members and organizational contexts that determine which skills you really need.</p>
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