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HAPPY WORLD USABILITY DAY!

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Title: HAPPY WORLD USABILITY DAY!


1
HAPPY WORLD USABILITY DAY!
  • Be sure to join Virginia Tech's Human Factors
    Engineering and Ergonomics Center (HFEEC)
    chapter of the Human Factors and Ergonomics
    Society (HFES) and the Laboratory for
    User-Centric Innovations in Design (LUCID) in
    affiliation with Virginia Tech's Center for
    Human-Computer Interaction (CHCI) in a
    celebration of World Usability Day 2008
    (http//www.worldusabilityday.org/) on today, 13
    November 2008, from 500pm - 600pm in Room 1110
    of the Knowledge Works II Building (KW 1110).
  • REFRESHMENTS WILL BE PROVIDED! This year's
    theme is "Usability in Transportation" and we
    will be joined by Mr. Greg Fitch, Research
    Associate - VTTI's Center for Truck and Bus
    Safety. Greg, a Ph.D. candidate in Industrial and
    Systems Engineering, will be highlighting some
    innovative work in driver alert systems design in
    a talk titled "Communicating Integrated Collision
    Avoidance System Alerts through a Haptic Driver
    Seat".  A reception featuring light refreshments
    will follow Greg's talk. All are welcome in
    this our 3rd year of celebrating our
    contributions in "making life easy."

2
Agile software development and Scrum
3
Traditional waterfall lifecycle
4
The Star lifecycle model
  • Suggested by Hartson and Hix (1989)
  • Important features
  • Evaluation at the center of activities
  • No particular ordering of activities development
    may start in any one
  • Derived from empirical studies of interface
    designers

5
The Star Model (Hartson and Hix, 1989)
6
Agile
  • light-weight methods
  • Goal of creating software in ways that are
  • Lighter
  • Faster
  • more people-centric

7
Agile model emphasizes
  • Individuals and interactions over processes and
    tools
  • Working software over comprehensive documentation
  • Customer collaboration over contract negotiation
  • Responding to change over following a plan

8
Agile Manifesto 12 principles
  1. Satisfy the customer through early and continuous
    delivery of valuable software.
  2. Welcome changing requirements, even late in
    development.
  3. Deliver working software frequently, in weeks to
    months (Timebox)
  4. Business people and developers must work together
    daily throughout the project.
  5. Build projects around motivated individuals. Give
    them the environment and support they need, and
    trust them to get the job done.
  6. The most efficient and effective method of
    conveying information to and within a development
    team is face-to-face conversation.
  7. Working software is the primary measure of
    progress.
  8. Agile processes promote sustainable development.
    The sponsors, developers, and users should be
    able to maintain a constant pace indefinitely.
  9. Continuous attention to technical excellence and
    good design enhances agility.
  10. Simplicity--the art of maximizing the amount of
    work not done--is essential.
  11. The best architectures, requirements, and designs
    emerge from self-organizing teams.
  12. At regular intervals, the team reflects on how to
    become more effective, then tunes and adjusts its
    behavior accordingly.

9
In contrast to Waterfall model
  • The waterfall model steps through
  • requirements
  • Capture
  • Analysis
  • Design
  • Coding
  • testing
  • Progress is generally measured in terms of
    pre-planned sequence deliverable artifacts
  • requirement specifications
  • design documents
  • prototypes
  • code / implementation
  • evaluation

10
Problems with waterfalladdressed by Agile
  • Waterfall model
  • separate stages
  • commitments are made early on
  • difficult to react to changes in requirements
  • Iterations are expensive.
  • Agile methods
  • produce completely developed features (very small
    subset of the whole) every few weeks.
  • smallest workable piece of functionality to
    deliver business value early
  • continually improving it/adding further
    functionality throughout the life of the project.

11
Scrum
  • For
  • management of software development projects
  • for running software maintenance teams
  • program management approach

12
Roles divided into pigs and chickens
  • based on the joke
  • A pig and a chicken are walking down a road. The
    chicken looks at the pig and says, "Hey, why
    don't we open a restaurant?" The pig looks back
    at the chicken and says, "Good idea, what do you
    want to call it?" The chicken thinks about it and
    says, "Why don't we call it 'Ham and Eggs'?" "I
    don't think so," says the pig, "I'd be committed
    but you'd only be involved.
  • pigs are committed to building software regularly
    and frequently
  • everyone else is a chicken interested in the
    project but really irrelevant, though needs and
    desires are addressed

13
"Pig" roles
  • Product Owner
  • the voice of the customer
  • writes User Stories, prioritizes them
  • then places them in the Product Backlog.
  • ScrumMaster Facilitator
  • primary job is to remove impediments to the
    ability of the team to deliver the sprint goal.
  • not the leader of the team (as they are
    self-organizing)
  • acts as a buffer between the team and any
    distracting influences.
  • The ScrumMaster is the enforcer of rules.
  • Team
  • responsibility to deliver the product.
  • 5-9 people with cross-functional skills to do the
    actual work
  • designer, developer etc.

14
"Chicken" roles
  • Chicken roles
  • not part of the actual Scrum process, but taken
    into account.
  • involve / engage users, business and stakeholders
    in the process.
  • provide feedback into the outputs for review and
    planning of each sprint.
  • Users
  • Stakeholders (Customers, Vendors)
  • Managers (of users, organizations)

15
Roles in Scrum Process
  • ScrumMaster (project manager) maintains the
    processes
  • Product Owner represents the stakeholders
  • Team developers
  • During each sprint (15-30 day period)
  • team creates an increment of potentially
    shippable (usable) software.
  • features for sprint come from the product
    backlog, prioritized high level requirements of
    work to be done.
  • planning meetings determine the backlog items
  • Product Owner informs the team of the items in
    the product backlog
  • The team determines how much they can commit to
    during the next sprint
  • no one can change the sprint backlog, the
    requirements are frozen for a sprint.

16
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17
The Scrum meeting scrum or the daily standup
  • Project status meetingguidelines
  • The meeting starts precisely on time.
  • punishments for tardiness
  • e.g. money, push-ups, hanging a rubber chicken
    around your neck
  • All are welcome, but only "pigs" may speak
  • The meeting is timeboxed at 15 minutes
  • All attendees should stand (it helps to keep
    meeting short)
  • The meeting should happen at the same location
    and same time every day
  • During the meeting, each team member answers
    three questions1
  • What have you done since yesterday?
  • What are you planning to do by today?
  • Do you have any problems preventing you from
    accomplishing your goal?

18
Retrospective end of sprint cycle
  • every 15-30 days
  • all team members reflect about the past sprint.
  • purpose is to make continuous process
    improvement.
  • This meeting is timeboxed at four hours.
  • Two main questions are asked in the sprint
    retrospective
  • What went well during the sprint?
  • What could be improved in the next sprint?

19
Scrum principles
  • Enables the creation of self-organizing teams
  • by encouraging co-location of all team members
  • and verbal communication across all team members
  • recognition of requirements churn
  • during a project the customers can change their
    minds about what they want and need
  • unpredicted challenges cannot be easily addressed
    in a traditional predictive or planned manner
  • As such, Scrum adopts an empirical approach
  • accepting that the problem cannot be fully
    understood or defined
  • focusing instead on maximizing the team's ability
    to deliver quickly and respond to emerging
    requirements.
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