19 research outputs found

    XP customer practices: A grounded theory

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    The Customer is a critical role in XP, but almost all XP practices are presented for developers by developers. While XP calls for Real Customer Involvement, it does not explain what XP Customers should do, nor how they should do it. Using Grounded Theory, we discovered eight customer practices used by successful XP teams: Customer Boot Camp, Customer’s Apprentice, Customer Pairing, and Programmer’s Holiday support the well-being and effectiveness of customers; Programmer On-site and Road shows support team and organization interactions; and Big Picture Up Front and Re-calibration support Customers steering the whole project. By adopting these processes, XP Customers and teams can work faster and more sustainably

    Integrating design thinking into extreme programming

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    © 2018, Springer-Verlag GmbH Germany, part of Springer Nature. The increased demand for information systems drives businesses to rethink their customer needs to a greater extent and undertake innovation to compete in the marketplace. The design thinking (DT) is a human-centered methodology leads to creativity and innovation. The agile applications development such as extreme programming (XP) as a rapid application development approach tends to focus on perfecting functionality requirement and technical implementation. However, it causes significant challenges to building software/applications to meet the needs of end-user. This study integrates DT practices into XP methodology to improve the quality of software product for the end-users and enable businesses to achieve creativity and innovation. The proposed integrated DT@XP framework presents the various DT practices (empathy, define, persona, DT user stories) are adapted into XP exploration phase, prototyping and usability evaluation into XP planning phase. Our work demonstrates the applicability of DT concepts to analyze customer/user involvement in XP projects

    Agile User Experience Design: A Design Science Enquiry

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    This paper presents a qualitative analysis of an information systems design study within the context of agile software development based on conceptually different two design approaches: Current Agile Process (CAP) and Enhanced Agile Process (EAP). Eight agile software professionals and one user experience designer were recruited from the industry to form two small agile teams, where one agile software professional shared the product owner role in both teams. Each team undertook agile software product development based on exclusively one of the two conceptually different design approaches, CAP and EAP. Both teams used the same suite of user stories presented by the product owner. The progress of product development was assessed using four evaluation approaches: observation data comparison, debrief data comparison, individual system evaluation and comparative system evaluation. This paper presents the results of observation data comparison only. The results suggest that agile software development team that followed the enhanced agile process had more user experience focus in the design and the outcome of the product delivery proved to be somewhat richer in user experience. The paper also explores the research design, research process, developer perceptions as well as areas of shortcomings where further understanding and modelling effort is needed

    Requirements engineering related usability techniques adopted in agile development processes

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    Over the last decade there has been a growing interest in the integration of agile software development process (ASDP) and user-centred design (UCD). However, there are no papers that study which usability techniques related to requirements engineering are being adopted in the ASDP, and there are no formalized proposals for their adoption. Objective: Identify which techniques related to requirements engineering activities are being adopted in the ASDP and determine how they are being adopted. Method: We have conducted a systematic mapping study (SMS) to retrieve the literature reporting the application of usability techniques in the ASDP. We analysed these techniques using a catalogue of techniques compiled by software engineering researchers. We then determined the manner in which the techniques that are being used in the ASDP were adopted. Results: The agile community is very much interested in adopting usability techniques. The most used techniques are Personas, contextual inquiry and prototyping. Conclusions: This research offers an overview of the adoption of usability techniques related to requirements engineering in ASDPs and reports how they are being adopted. We found that some of the techniques are being adapted for adoption.This research was funded by the Spanish Ministry of Education, Culture and Sports FLEXOR and “Realizando Experimentos en la Industria del Software: Comprensión del Paso de Laboratorio a la Realidad” projects (TIN2014-52129-R and TIN2014-60490-P, respectively) and the eMadrid-CM “Investigación y Desarrollo de Tecnologías Educativas en la Comunidad de Madrid” project (S2013/ICE-2715

    Persona as a tool to involving human in Agile methods: contributions from HCI and marketing

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    Human centricity refers to the active involvement in the overall product lifecycle of different human actors including end-users, stakeholders and providers. Persona is one of the different tools that exist for human centricity. While marketing is the original domain in which persona was introduced, this technique has also been widely used in user-centered design (UCD) design. In these two perceptions, persona has demonstrated its potential as an efficient tool for grouping the users or customers and focusing on user or customer needs, goals and behavior. A segmentation technique is generally used with persona in order to group individual users according to their common features, identifying within these groups those that represent a pattern of human behavior. This paper investigates how persona has been used to improve the usability in the agile development domain, while studying which contributions from marketing and HCI have enriched persona in this agile contex

    UX design in agile: a DSDM case study

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    Integrating User Experience (UX) design with agile development continues to be the subject of academic studies and practitioner discussions. Most of the existing literature focuses on SCRUM and XP, but in this paper we investigate a technical company who use DSDM. Unlike other agile methods, DSDM provides a configurable framework and a set of roles that covers the whole software development process. While elements of the UX design integration experience were similar to those reported with other agile methods, working practices to mitigate the challenges were identified using DSDM’s standard elements. Specifically, communication challenges were mitigated by extending two of DSDM’s standard roles. In addition, a change of focus between a design-led phase and a development-led phase of the project changed the communication challenges. Agile teams need to be aware that this change of focus can happen and the implications that it has for their work

    A systematic mapping study on integration proposals of the personas technique in agile methodologies

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    Agile development processes are increasing their consideration of usability by integrating various user‐centered design techniques throughout development. One such technique is Personas, which proposes the creation of fictitious users with real preferences to drive application design. Since applying this technique conflicts with the time constraints of agile development, Personas has been adapted over the years. Our objective is to determine the adoption level and type of integration, as well as to propose improvements to the Personas technique for agile development. A systematic mapping study was performed, retrieving 28 articles grouped by agile methodology type. We found some common integration strategies regardless of the specific agile approach, along with some frequent problems, mainly related to Persona modelling and context representation. Based on these limitations, we propose an adaptation to the technique in order to reduce the creation time for a preliminary persona. The number of publications dealing with Personas and agile development is increasing, which reveals a growing interest in the application of this technique to develop usable agile softwareThis research was funded by the Spanish Ministry of Science, Innovation and Universities research grant PGC2018-097265-B-I00, MASSIVE project (RTI2018-095255-B-I00) and by EIT-Health, grant number 19091 (POSITIVE project). This research was also supported by the Madrid Region R&D programme (project FORTE, P2018/TCS-4314

    Factors affecting Technical Debt Raw data from a systematic literature map

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    "This document presents the complete list of references that have been short listed during the systematic review process carried out during the months of April-September 2012. The objective of the systematic review was to identify current research trends in technical debt and to explore the relationship between technical debt measures and agile software development. This documents includes 352 references that are categorized according to their relevance to technical debt research." [Abstract

    Towards a model of quantitative personas

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    La herramienta Personas es una herramienta extendida en el mundo del diseño de producto y el diseño web. En los últimos años nuevas disciplinas como el diseño de servicios y el diseño estratégico han hecho que las herramientas propias del Design Thinking adquieran un nuevo carácter. Así, se considera que la herramienta Personas puede ayudar a políticos y gestores de los sistemas de salud en el diseño de nuevas políticas sociales y nuevos servicios sanitarios que mejoren la calidad de vida de una sociedad envejecida. La diversidad existente en la sociedad, hace necesarias nuevas herramientas que simplifiquen y soporten la toma de decisiones en datos cuantitativos. En este estudio se propone un nuevo modelo de Personas cuantitativo que se alimenta de estadísticas existentes sobre dependencia y sobre personas mayores. En primer lugar, se analizan distintos métodos de análisis estadístico que pueden ayudar en la identificación de segmentos de población. De esta forma, se seleccionan los métodos más adecuados al ámbito de aplicación. Finalmente, se propone un método de creación de perfiles de Personas a partir de dichos segmentos y se generan perfiles preliminares. En futuros trabajos se contrastarán dichos perfiles con profesionales de la política y de la salud.Personas is an extended tool in the area of product design and web design. In recent years new disciplines such as service design and strategic design have made the tools of Design Thinking acquire a new character. Thus, it is considered that Personas can help policy makers and managers of healthcare systems in the design of new social policies and new health services that improve the quality of life of an aging society. The diversity existing in society, makes necessary new tools that simplify and support decision making in quantitative data. In this study, a new model of Quantitative Personas is proposed. This tool will be based on existing statistics on dependence and on elderly people. First, different methods of statistical analysis that can help in the identification of population segments are analyzed. In this way, the most appropriate methods are selected for the scope of application. Finally, a method of creating profiles of Personas from these segments is proposed and preliminary profiles are generated. Profiles will be contrasted with professionals in politics and health in future works

    Describing the design thinking and extreme programming activities during a technology innovation academic workshop

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    Purpose – This paper aims to describe the students’ experience in adopting design thinking (DT) and extreme programming (XP) throughout a course of technology innovation workshop in a master of business administration (MBA) degree program. Design/methodology/approach – This study analyzes data (performed process and achieved results) from the students’ reports and the instructor’s observations about three courses held in 2016, 2017 and 2018. In each course, there were students conducting activities to understand, develop, and validate the market, customer, user and prototype. Findings – This paper identifies that the processes of DT and XP promote active and collaborative learning relationships. The adopted activities along with a mix of different backgrounds from the students can promote good insights to understand the user problem and build a technological solution with incremental innovation. Research limitations/implications – This paper describes only a unique view from the instructor’s knowledge; therefore, others might present different scenarios and results. Originality/value – The paper contributes to the characterization of DT and XP activities when teaching technological innovation in a MBA.Purpose – This paper aims to describe the students’ experience in adopting design thinking (DT) and extreme programming (XP) throughout a course of technology innovation workshop in a master of business administration (MBA) degree program. Design/methodology/approach – This study analyzes data (performed process and achieved results) from the students’ reports and the instructor’s observations about three courses held in 2016, 2017 and 2018. In each course, there were students conducting activities to understand, develop, and validate the market, customer, user and prototype. Findings – This paper identifies that the processes of DT and XP promote active and collaborative learning relationships. The adopted activities along with a mix of different backgrounds from the students can promote good insights to understand the user problem and build a technological solution with incremental innovation. Research limitations/implications – This paper describes only a unique view from the instructor’s knowledge; therefore, others might present different scenarios and results. Originality/value – The paper contributes to the characterization of DT and XP activities when teaching technological innovation in a MBA
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