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2015
Learning from a Culture of Collaboration:Engineers do it better. What can designers learn from them?
Yvonne So, Intuit Oct 2015
#GHC15
2015
2015
What is Agile?
Agile methodologies are an alternative to waterfall, or traditional sequential development Agile is a mindset, not a process Focus on experimentation and collaboration over deliverables and documentation
2015
Traditional Waterfall Model
http://www.powerobjects.com/2013/02/11/microsoft-dynamics-crm-and-agile-development/
2015
Dichotomy
Engineers
Generally cheerful More actively engaged Motivated to solve problems Productivity is high
Designers
Stressed out and losing hair Impartial or unengaged Constantly under deadline Low visibility into others’ workstreams
2015
Examples of Design Deliverables
• Wireframes • Conceptual Mockups • Storyboards • Functional Specs
• Final Assets • User Testing • Prototypes • Research Decks
2015
What if...
What if a lot of designers’ work could be alleviated simply by collaborating the way engineers do?
2015
PAIRED PROGRAMMING Two programmers work together as peers at a single computer, focusing on writing quality software.
PARTNER DESIGNING Interaction and visual designers communicate regularly. Clearly define roles. Share the workload or divvy up work into smaller tasks.
2015
CODE REVIEWS The main purpose of code reviews is to keep code quality and readability high.
PEER REVIEWS Give and receive feedback. System of checks and balances. Adhere to company’s brand style guide colors and patterns.
2015
REFACTORING
Restructuring and cleaning up an existing body of code, altering its internal structure without changing the functionality.
SOURCE FILE CONTROL Revisit source files and clean them up. Make sure layers are adequately and logically named. Get rid of any unnecessary layers and metadata.
2015
DAILY STANDUP
Every workday at a specified time, the team meets at a daily standup to bring everyone up to date on the information that is vital for coordination.
DESIGN STANDUP Regularly schedule standups so everyone has visibility into each other’s patterns and features. Share out status, designs, feedback. Have quick sketch and brainstorm sessions.
2015
RETROSPECTIVE
A sprint retrospective allows a team to continuously evolve and improve throughout the product lifecycle.
DESIGN RETROSPECT Reflect upon what you’ve accomplished. Think of new ways to improve workflow. Identify anything you should stop doing.
2015
Outcome Improved collaboration (increased communication, willingness to give feedback and help others, more sharing of files, shared goals)
Increased engagement (more team lunches, regular sketch fests, weekly check-ins)
Boosted productivity (knowledge share-outs, cleaned-up files, aligning roadmaps to reduce redundant work)