Re: [agile-usability] Re:Agile vs. Creativity
Ron Jeffries wrote:
Hello, Greg. On Monday, November 16, 2009, at 1:36:58 AM, you wrote:
I think the easiest thing to do is try the alternative approach and see how it works for your team. You may want to have your designers spending some of their time working an iteration ahead. This is especially important if you are going to gather user/stakeholder feedback on the design. But regardless, if your designers are telling you they could be more productive and produce better results with a five day lead time, give it a try.
I think designers clearly SHOULD work with lead time. UX design is part of the story definition, therefore it is part of backlog grooming, therefore it is done this sprint in the aid of the next, or next next sprint.
I'd agree, with one twist.
I think the story only needs to be defined enough that things go smoothly while people work on it. Teams new to Agile methods or to one another seem to need a fair bit of clarity. The well-jelled Agile teams I've seen tend to do a fair bit less of that. A variety of learned skills make that possible: better communicating, greater ability to design on the fly, and much closer teamwork.
- I've been called pedantic on occasion. I'm ok with that ; )On Sat, Dec 5, 2009 at 6:56 PM, Jeff Patton <jpatton@...> wrote:On Dec 6, 2009, at 12:22 AM, mark schraad wrote:For me separating different kinds of design starts to get a bit tedious. When you think about it, it's like night and day - which although you can tell me to the second when sunrise or sunset is, it's a pretty academic discussion when it's still light outside. OK, bad metaphor - my point is that all design decision run together. They just do. Giving precise definitions for one type or another doesn't seem to help people make better decisions in practice.Reading "the oatmeal" has put me in a strange mood. Yes I am the mother-f**ing pterodactyl: http://theoatmeal.com/comics/ptero