How to Troubleshoot Apps for the Modern Connected Worker
Knowsy: Applying Agile UX Methods to iPad Game Design
1. KNOWSY
Applying
Agile
UX
Methods
to
iPad
Game
Development
Agile
User
Experience
Meetup
May
5,
2011
Lane
Halley
@thinknow
2. Who’s
here
tonight?
What
role(s)
do
you
fill?
What
kind
of
products
do
you
work
on?
What
kind
of
company
do
you
work
for?
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4. What
are
agile
UX
methods?
User
experience
pracRces
support
an
agile
development
framework
when
they
are:
Quick
Visual
CollaboraRve
ConRnuous
Working
this
way
benefits
the
product
and
the
team
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5. What’s
a
serious
game?
A
serious
game
is
a
game
designed
for
a
primary
purpose
other
than
pure
entertainment.
Innova4on
Games:
Crea4ng
Breakthrough
Products
Through
Collabora4ve
Play
Luke
Hohmann
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6. Speedboat
Speedboat
Spider
web
Product
Box
Remember
the
future
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7. Knowsy™
is
[an
iPad]
game
where
you,
your
friends,
family
and
co-‐workers
get
a
chance
to
find
out
how
well
you
know
each
other.
How?
By
guessing
each
other's
favorite
items
in
a
host
of
categories.
hPp://itunes.apple.com/us/app/knowsy/id398269760?mt=8#
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8. What’s
the
game
like?
It’s
easier
to
demonstrate
than
explain.
Let’s
play
a
game!
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9. Geong
ready
Form
groups
of
three
people.
Each
person
gets
a
set
of
six
ice
cream
flavor
cards.
Pick
the
first
VIP
(Very
InteresRng
Person).
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10. Remove
one
flavor
The
VIP
removes
their
least
favorite
flavor
of
the
six.
Show
the
other
players
the
flavor
that’s
“out.”
All
players
remove
that
flavor
from
the
cards
for
this
turn.
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11. VIP
orders
cards
The
VIP
arranges
1
Most
Favorite
the
five
flavors
from
most
favorite
2
to
least
favorite.
3
4
Keep
your
cards
hidden
from
the
5 Least
Favorite
other
players
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12. VIP
done,
other
players
order
cards
The
VIP
puts
the
1
cards
face-‐down
on
a
surface
(or
2
just
holds
them).
3
The
other
players
4
arrange
their
cards,
in
an
order
5
they
think
will
match
the
VIP’s
favorite
flavors.
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13. Other
players
order
cards
When
the
other
1
players
are
done,
they
put
their
2
cards
down
next
3
to
the
VIP’s
cards,
face-‐up.
4
5
(or
just
hold
them)
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15. Repeat
with
next
VIP
The
next
VIP
removes
their
least
favorite
flavor.
Show
the
other
players
the
flavor
that’s
“out.”
All
players
remove
that
flavor
from
the
cards
for
this
turn.
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16. Let’s
get
started!
1. VIP
picks
five
flavors
2. VIP
orders
the
flavors
(hidden)
3. Other
players
order
flavors
(hidden),
try
to
match
VIP’s
order
4. VIP
shows
choices,
players
show
choices,
score
round,
record
scores
5. ConRnue
with
new
player
as
VIP
The
game
ends
when
all
players
have
been
VIP
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17. Turning
an
idea
into
an
iPad
game
How
could
we
translate
the
experience
of
this
game
into
an
iPad
applicaRon?
Here’s
a
behind-‐the-‐scenes
look
at
the
making
of
Knowsy
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18. Our
objecRves
Build
MVP
version
of
new
game
plavorm
Learn
iPad
programming
Introduce
UX
methods
to
an
agile
team
Ship
to
Apple
store
quickly
(~1
month)
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19. We
all
sat
together
in
one
room
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20. We
had
story
cards
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21. We
had
screen
designs
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22. We
even
had
a
persona
We
even
had
a
persona
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23. But,
there
were
a
few
sRcky
spots
We
argued
about
what
was
important
It
didn’t
feel
like
we
were
all
working
on
the
same
thing
We
worried
about
finishing
on
Rme
The
designer
ley
the
project
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24. What
was
wrong?
The
team
didn’t
have
a
shared
vision
of
what
we
were
building
Here
are
some
different
things
I
tried
to
help
fix
this
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25. Experiment
1:
collaboraRve
sketching
Ask
the
front-‐end
developer
to
draw
me
a
picture
of
the
game
screen
flow
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26. This
helped
us
develop
a
shared
understanding
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27. Experiment
2:
context
scenario
Create
a
context
scenario
to
help
us
imagine
the
specific
contents
of
each
screen
during
each
step
of
the
game
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28. The
team
was
interested,
but
not
inspired
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29. Experiment
3:
low-‐fi
screen
layouts
Using
Omnigraffle,
create
screen
layouts
to
illustrate
each
of
the
the
scenario
steps
I
worked
on
it
all
weekend,
and
presented
it
to
the
team
Monday
morning
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30. This
generated
lots
of
conversaRon
and
ideas
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31. Experiment
4:
paper
prototype
Make
a
paper
prototype
of
the
whole
game
to
quickly
capture
what
the
team
had
just
decided
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32. Who’s
in
the
game?
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33. Who’s
the
first
VIP?
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34. VIP
picks
a
topic
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35. VIP
orders
the
list
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36. Who’s
the
first
player?
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37. Player
one,
are
you
ready?
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38. Player
one’s
turn
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39. We
were
now
back
on
track
Playing
the
game
together
using
the
paper
prototype
created
a
shared
experience
for
the
team
Everyone
was
having
fun
again
and
we
all
understood
what
we
were
building
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40. We
added
scenario
steps
(ley)
and
annotaRons
(right)
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41. Experiment
5:
prototype
as
spec
Create
a
new
low-‐fidelity
electronic
prototype
in
Balsamiq,
based
on
paper
prototype.
This
became
the
product
specificaRon
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42. Knowsy
was
accepted
to
the
iPhone
store
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43. The
plavorm
conRnues
to
evolve
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44. Lessons
learned
Build
shared
physical
arRfacts
Incorporate
other
team
members’
mental
models
Lead
with
conversaRon,
trail
with
documentaRon
Use
personas
and
scenarios
as
backstory,
not
as
deliverables
Associate
user
stories
with
pictures
and
scenario
steps
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45. Summary
of
UX
methods
tried
Using
digital
tools
too
early
(fail)
CollaboraRve
sketching
(win)
Persona
and
context
scenario
(meh)
Low-‐fi
screen
layouts
(meh)
Paper
prototype
(win)
Prototype-‐as-‐spec
(win)
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46. Thanks!
Lane
Halley
lbh.inc@gmail.com
twiPer:
thinknow
www.theapprenRcepath.com
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