It’s quite easy to rush through creativity workshops enumerating, rating and selecting ideas to hand-over for later implementation. This article is however about a different kind of creativity, the creativity that comes from gaining deeper understanding – together in a workshop.
Requirements engineering (RE) has a long and successful tradition. While different approaches always existed, RE became optimized for an artefact driven setup where the individuals hand-over documents. Now agile practices spread. They are geared for a team setup where individuals form one “super-brain” based on intensive interaction. The proven approaches from RE suddendly create a lot of friction and bad smells. So, should we forget about requirements?
Getting a performant team needs an investment into the team. Agile inspect and adapt is meant to do the trick. Instead of frantically or stoically pulling a cart with square wheels, a team should be able to spot the fault in the system and improve. Observation: teams surprisingly often do not do so.
On March 6, I had the opportunity to play the burn-out machine game with about 40 agile consultants in Zürich. We spent two hours with engaged discussions and insights about the very serious and highly relevant topic burn-out. We even had a good time doing so. https://www.meetup.com/de-DE/Agile-Breakfast-Zurich/
Here’s the situation: A customer asked us to improve the quality of their core system so that they again can act on the demands of their users and customers in a timely manner. We had a team room at our disposal and we again made extensive use of the walls. It turned out that the team wall made the difference!
Keeping knowledge about a product alive is no easy task. Software teams struggle with manually mainting vast documentation in UML tools, text documents, wiki sites and more. We all know about the amount of effort and dedication needed to do this well given the amount of redundancy. Continue reading →
An important management tool to improve team performance is the Team Squeezer. It’s really simple: just use hierarchical power and exert pressure to make the development team hurry up. Usually the Team Squeezer backfires.
Even though – as a UX professional – I must stress the importance of meeting users, I have to admit that the title of this article is not exactly accurate and just meeting users is not really the point. Having revealed this, I should probably explain what really matters when meeting users and give some indication on how to do it. This article covers two stars to road essentials: the UCD cycle and the UX levels.
Let me introduce two characters, Bill and Chuck. To be honest, they are personae distilled from people you could meet. They are especially interesting because of their behavior: Instead of collaborating to let ideas compete they fight to get their ideas into the market. And sadly, they have good reasons to do so.
At the recent Agile Unconference in Zürich I came across the concept of lean agile procurement. The key insight for me was: forget preparing RFPs, rather establish a good relationship with a select list of partners.
If you never have had a look at the scaled agile framework, you may want to do so. It’s has some really good concepts in it. Still with all the enthusiasm I feel like being drawn back to the good old times of software engineering. And you know why?
In our current project, we use an approach of the minimal viable product and we steer it with the story mapping technique. From the discussions in our team, here are five guidelines (or just one?) for such an endeavor to ensure a better work-life-balance.
Companies, not surprisingly, want to make business. New products are not created just for fun but they should contribute to this overall plan. For that, a performing team combining a couple fields of expertise is an excellent asset. Each of these experts brings in their respective methodology. The article agile innovation from stars to road outlines a basic collaborative structure. This article is about the methodology from user experience.
The challenge awaits our project: How to deal with the many expectations from our customers that are far beyond the project budget? The answer in my current project – the sports event management system – is based on user story mapping.
Scrum defines three roles: product owner, team, and scrum master. It is actually very simple. And for the team it’s great to have one person – the product owner – to deal with the really difficult stuff. That is the VVIP, the users and why the whole thing just will make money in the market.
In our current project, a software for managing sports events, user stories play an important role when it comes to development. Interestingly the focus of the requirements conversation changed completely from one level of maturity to the next. And there is a pattern behind it, as it seems. It leads to story mapping.
Requirements focus on value. This at least is the name of a category for this Blog. But what are requirements anyway? If you know the answer, fine. But for all those that are as confused as I am, this article gives the ultimate answer, or hopefully one as helpful as 42 was for Loonquawl and Phouchg.
Currently, I’m involved in a project to develop an event management system for large sports events. The goal is to replace a few existing systems with one integrated system that is able to cater for the coming needs. End of elaboration is closing in and we’re planning for the incremental delivery to follow during construction.
Budgeting, estimation and release planning all turn around features (Part 2).