Hide menu

TDDD26 Development of Interactive Systems (User-centered Agile System Development)

Project


The main part of the course consists of the project work that is carried out in groups. The purpose of the project work is to practice methods for user-centered agile system development methods, in particular Extreme Programming, SCRUM, User experince design, Interaction design ad Usability testing. This involves building and evaluating working prototypes, but the focus should be on the process and your experiences working with the methods.

There are lectures and exercises, supervised project work, as well as supervision meetings to support the project work. Most lectures usually consists of both a "traditional" lecture but also exercises and time to work on the project.

All supervision meetings will begin with a 5 min SCRUM. Then there will be aprox 20 min of discussion on a theme. You should prepare before the meeting by collecting your ideas and material that relate to the theme, and also think about questions you want to discuss with your supervisor. If you for some reason cannot participate you should write 1 A4 page with discussion of the theme and questions for the meeting. This is handed in to the supervisor. If sent by e-mail it should be a text file or pdf file.

There are also unsupervised projectwork in the schedule (marked with an *), those are meeting and development opportunities for the project groups that should always include a SCRUM-meeting.

All activities marked * in the schedule are mandatory to attend. If you cannot attend an activitity, due to for example illness, contact the lecturer/supervisor and group asap and agree on how you will handle this. Below is a timetable that include all the different types of activities and deadlines for the various phases of the project.

Project start-up

During the first week an introduction to agile system development is given. The project groups are formed and each group writes a project specification.

Time Activity Description Preparation/Material OH
24/3 10-12 Lecture Introduction to the course. An overview of User-centered Agile System Development methods and the role of Usability work in such. Introduction to the project. Agile Usability by Nielsen & Nodder, p. 3-20
Get Agile! p. 18-33
Introducation.pdf,
26/3 13-16.15 Lecture/Exercise* Overview of XP and the "Extreme hour" exercise More slides with details on XP XP.pdf
26/3 15.00 Deadline Fill in the form to inform the course leader of your interests
27/3 8-10 Lecture/Project work* Introduction to Start up work on the project. Presentation of project groups. Begin work on start up of project as developers. Begin work on project specification as customers. Get Agile! p. 34-43, 50-55
Questions to discuss
Template for project specification
Startup.pdf
27/3 10-12 Guest lecture System architect Magnus Nord from Arris (fd Motorola) talk about how they work with agiles methods when they develop software for IPTV. Scrum in 5 minutes
28/3 13-15 Project work* Do project specification. Template for project specification
28/3 17.00 Deadline Hand in project specification to supervisor and developer group

Sprint/Iteration 0

During the second week an introduction to user experinece design is given. You should prepare for the first iteration, mainly focusing on the design of the system and setting up your technical plattform. All activities are mandatory to attend.

Time Activity Description Preparation/Material OH
31/3 10-12 Lecture/Project work* Details on Sprint 0 with focus on Usability work/Interaction design in agile system development Agile Usability by Nodder & Nielsen, p. 29-58
Get Agile! p. 34-43, 50-55
Sprint0.pdf
2/4 13-15 Project work* Prepare for the design workshop.
Create a virtual workplace, use a tool or wiki, dropbox, excel, google docs.
Decide on technical platform and begin work on backend
A list of tools for agile projects
2/4 15-17 Supervision* Design workshop and interaction design
  • How are you going to perform the Design workshop?
  • How are you going to work with Interaction design during the project?
  • What are the alternatives?
  • Do you see any potential problems? How can you handle these?
3/4 8-10 Project work* Prepare for the design workshop.
Create a virtual workplace, use a tool or wiki, dropbox, excel, google docs.
Decide on technical platform and begin work on backend
4/4 13-15 Project work* Design workshop. Some of the group members perform the workshops as designers and some as customers/users. If one person have both these roles within his/her own group that person should attend two workshops in the different roles.

Sprint/Iteration 1

A two week iteration with planning game, design, development and testing. Each person should have a total of 15 hours/week to spend on project work, that is a total of 30 hours/iteration.

Time Activity Description Preparation/Material OH
7/4 10-12 Lecture/Exercise* Details on Sprint 1 with focus on planning and acceptance tests. Planning poker exercise. Scrum and XP from the Trenches, p. 9-54, 81-86
Get Agile! p. 57-63, 82, 88-100
Agile Usability by Nodder & Nielsen, p. 67-88
Sprint1.pdf
9/4 13-15 Project work* Planning game for iteration 1 with the customer. Some of the group members perform the planning game as developers and some as customers.
9/4 15-17 Project work* Write acceptance test. Do interaction design. Implement prototype.
10/4 8-10 Project work* Write acceptance test. Do interaction design. Implement prototype.
11/4 13-15 Project work* Do interaction design. Implement prototype.
14/4 10-12 Lecture/Project work* Testing. Tools and techniques that can be used at the end of sprint 1. How to do a retrospective
Project groups work on preparing usability testing.
Agile Usability by Nodder & Nielsen, p. 59-66
Scrum and XP from the Trenches, p. 65-72, 87-98
Get Agile! p. 100-108
Literature tips
Heuristic evaluation a la Nielsen
Testing.pdf
16/4 13-17 Project work* Prepare usability testing. Do interaction design. Implement prototype.
28/4 10-12 Supervision* Testing
  • How are you going to perform the Acceptance test?
  • How are you going to perform the Usability test?
  • What are the alternatives?
  • Do you see any potential problems? How can you handle these?
5/5 13-15 Project work* Prepare usability testing. Do interaction design. Implement prototype.
7/5 13-15 Project work* Testing after iteration 1 with the customer/users. Some of the group members perform the testing as Usability experts/testers and some as users/customers.
7/5 15-17 Project work* Analysis of result from testing after iteration 1 with the customer/users.

Sprint/Iteration 2

A two week iteration with planning game, design, development and testing. Each person should have a total of 15 hours/week to spend on project work, that is a total of 30 hours/iteration. Designer can design for iteration 3.

Time Activity Description Preparation/Material OH
8/5 8-10 Supervision* Brief Retrospective
  • What worked well last Sprint that you should continue doing?
  • What didn’t work well last Sprint that you should stop doing?
  • What should you start doing?
  • Do you need to change the project velocity?
9/5 13-15 Project work* Planning game for iteration 2 with the customer. Some of the group members perform the planning game as developers and some as customers.
12/5 10-12 Project work* Write acceptance test. Do interaction design. Implement prototype.
14/5 13-17 Project work* Do interaction design. Implement prototype.
15/5 8-10 Supervision Open This is meeting is open for questions from the group. If you do not have any, you can cancel this supervision meeting by e-mailing you supervisor.
15/5 10-12 Guest lecture Niklas Lanzén from Ericsson talks about how they practice agile methods at Ericsson.
16/5 13-15 Project work* Prepare usability testing. Do interaction design. Implement prototype.
19/5 10-12 Project work* Prepare usability testing. Do interaction design. Implement prototype.
21/5 13-17 Project work* Prepare usability testing. Do interaction design. Implement prototype.
22/5 8-10 Testing Testing after iteration 2 with the customer/users. Some of the group members perform the testing as Usability experts/testers and some as users/customers.
23/5 13-15 Demonstration Each group will demonstrate their system. The supervisors and other students have the opportunity to use your system and ask questions about the system and how it has been developed. There should be a person available by your system to answer question at all time, but you should change places regularly so all group members can test the other systems too.

Closing/Examination

Time Activity Description Preparation/Material OH
23/5 15.00 Deadline Hand in the code and documentation for the project work at the demo session For more information see "Examination"
9/6 8.00 Deadline Hand in the individual report. For more information see "Examination"

Page responsible: Annika Silvervarg
Last updated: 2014-04-10