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Hitting the target: adding interaction design to agile software development

Published:04 November 2002Publication History

ABSTRACT

Extreme Programming appears to be a solution for discovering and meeting requirements faster (through close customer collaboration) as well as creating quality software. In practice we found XP did deliver high quality software quickly, but the resulting product still failed to delight the customer. Although the finished product should have been an exact fit, the actual end-user still ended up slogging through the system to accomplish necessary day-to-day work. This paper describes using interaction design in an agile development process to resolve this issue. Using interaction design as a day-to-day practice throughout an iterative development process helps our team at Tomax Technologies deliver high quality software, while feeling confident the resulting software will more likely meet end-user expectations. The method of Interaction Design followed here is based on Constantine and Lockwood's Usage-Centered Design. Recommendations are provided on how to practice an agile form of U-CD and how to incorporate bits of Interaction Design thinking into every day development and product planning decisions.

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  1. Hitting the target: adding interaction design to agile software development

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          Satadip Dutta

          Interaction design holds a very important place in the software development process. The star life cycle [1] was one of the first software development methodologies that tried to integrate interaction design into software development. This paper takes an important step in merging the benefits of interaction design with agile software development. The paper presents a case study that describes the problems faced by the development team in prioritizing features that would significantly benefit the user. Identifying the right feature set allows developers to set development priorities, and supports the matching of customer expectations. The author describes the process of adding interaction design to the extreme programming methodology. The highlight of the paper appears in two very aptly named sections: "What Worked" and "What was Bumpy." The author then proceeds to provide a set of guidelines derived from this experience. The author has a delightful writing style that deviates from traditional and formal prose. The value of the work is derived from a very hands-on approach to practicing the techniques described. The paper provides an insightful look at the techniques described that will help projects by enabling them to build on the author's experience and knowledge. This paper will be extremely useful for software development projects that aim to integrate interaction design along with principles of extreme programming. Online Computing Reviews Service

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