Re: [agile-usability] Valuing stories
- jonathan berger wrote:
> Ok, great, sure, you've got a very orthodox view of agile, and that'sDesign is a pervasive concern. As George says, teams should do design
> cool. I buy that. But the question I struggle with is this: where does
> design fit in? Do you write separate design stories? Is design part of
> a development story? Is a story acceptable if the functionality is
> there but its a poor UE? How do you measure "good" UE if UE can't be a
> story because its not software?
all the time. In fact, teams are doing design all the time. The choice
isn't between designing and not designing; it's between designing well
and designing poorly.
If the user experience matters for your product, then I advise teams to
default to getting that right in every story. Ditto for every other sort
of design, too.
As to measuring a good user experience, the easiest way to do that is by
releasing, and then watching and talking with the users. That's
sufficient to make a lot of progress, so I always encourage teams to
start with that.
- On 6 Sep 2009, at 21:27, Hassan Schroeder wrote:
> On Sat, Sep 5, 2009 at 8:31 PM, William Pietri<william@...>I think that they're probably an orthogonal dimensions myself. I've
>> .... In fact, teams are doing design all the time. The choice
>> isn't between designing and not designing; it's between designing
>> and designing poorly.
> Or between designing consciously and designing unconsciously,
> the latter being fairly close to "not designing" :-)
met people who make very good decisions about the design of the code/
ux - but are not really able to articulate the reasoning behind them
This can be problematical since their decisions can sound arbitrary to
others - even when they're really good decisions.
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