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Agile Project Planning

Agile Project Planning. The nerdiness that will save your life. Zoe Fraade-Blanar (that’s me!) Fraade@gmail.com www.binaryspark.com @ zfrabla. Making the Switch. 1) Research. 2) Production The Project C ycle. 3) Party. Do it again. Sequential Design: The Waterfall method. .

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Agile Project Planning

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  1. Agile Project Planning The nerdiness that will save your life

  2. Zoe Fraade-Blanar (that’s me!)Fraade@gmail.comwww.binaryspark.com@zfrabla

  3. Making the Switch 1) Research 2) Production The Project Cycle 3) Party Do it again

  4. Sequential Design: The Waterfall method. 

  5. Agile!  • Iteration around a short timeframe • Team members make their own roles • Face to face communication • Constant interaction with the customer • Generate lots of working concepts! (that’s the big one!)

  6. Project Management! Reaching a goal in an imperfect world characterized by constraints 

  7. Some Constraints! • Time • Start and end points • Doing things takes time • Only 24 hours in a day • Resources • People • Money • Skills • Scope! (what we can reasonably hope to accomplish)

  8. Planning! • Understand the problem • Identify the team • Define the scope to guard against… FEATURE CREEP

  9. More planning vocab! Deliverables: Outputs from each stage of a project IE: A list of Requirements • Must be wooden • Must be less than 5 lbs to stay on the tree • 5 inches by 5 inch interior • Little foot thingy for the bird to stand on • Hole too small for a squirrel to enter • Weatherproof, no-lead paint

  10. Planning: Project plan(AKA, the WBS)! • 1. Scout Location • 1.1 Scope out location • 1.2 Get mom’s approval to mess with a tree • 2. Get Materials • 2.1 Create list of matterials • 2.2 Drive to Home Depot • 2.3 Select wood • 2.4 Select nails • 2.5 Select paint and brushes • 2.6 Select hammer • 2.7 Pay for materials • 3. Build • 3.1 Measure and cut wood • 3.2 Paint wood • 3.3 Allow to dry • 3.4 Assemble • 4 Install • 4.1 Climb tree • 4.2 Nail into place Responsible • 3.1: Fred • 3.2: Joe • 3.3: Me • 3.4 Everyone Time it will take • 1 hour • 1 hour • 5 hours • 2 hours

  11. Requirements are the awesomeness Requirement (re-kwire-ment) is a statement about an intended product specifying what it should do or how it should perform.

  12. How to get ‘em • Identify the problem space you want to solve for! • Identify your participants. Who’s gonnareaaaaly be using this product? • Do a test run! Don’t make the pancake error!

  13. Data gathering! Getting that research where it belongs (in your head) • Interviews! Yes indeed. • Focus groups. Listen in while they hash it out. • Questionnaires and polls. Sorta. • Researching reactions to similar products. Save yourself some trouble, eh?

  14. If you asked… You’d probably design…

  15. Susan the Soccer Mom wants: • Safe • Holds a lot of kids • Looks shinier than the other mom’s • Brady the Banker wants: • Fast • Fun • Sounds impressive to the interns • Craig the Cowboy wants: • Reliable • Haul big loads • Room for groupies

  16. Fred • Background • 42, male, shoe store clerk • Lives with daughter, age 10 • Degree in neo-victorian poetry • Reluctant technology user • Doesn’t like change or taking chances • Motivations • Staying in touch with his mom • Visiting his mom • Sending stuff to his mom • Saving money for daughter’s college • Keeping his job • Frustrations • Disruptions to routine • His low computer connection speed • His Boss

  17. Use-Cases: • The user needs to be able to search for kittens • The user needs to be able to find discount kittens • The user needs to be able to view kittens • The user needs to be able to pay

  18. Requirements: the cheat sheet! • Identify the problem space.! • Identify likely personas! • Collect information on the backgrounds motivations, and frustrations of your persona! • Brainstorm ways to accommodate them! • Diagram out your use-cases from the user’s point of view!!!11!

  19. Prototype! Def: A manifestation of a design that allows stakeholders to interact with it and explore its suitability High-fidelity Low-fidelity

  20. Physical stuff we can make • Userflow Diagrams – What do we want the user to do • Wireframe layouts – How do we want them to do it • Mockups – Make it all look pretty

  21. Wireframes: they don’t have to be pretty.

  22. …but they can be!

  23. The three slide method(dun dundunnn….)

  24. Title of Project One sentence describing what the project does and who it’s for: The elevator pitch

  25. How does it work? student Asks question Teacher student website student Answers question Database Gets scholarship for being smart

  26. Background and effects: What specific problem is this system a response to? What user population is this for? What is their motivation to use the project? What are the user requirements to be able to use it correctly?

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