Intro to Scrum
Up to now we have these goals. We prioritize them. We prioritized our users and we've started to have conversations about how to define success. So how do we take all is high level stuff and kinda make it more granular and actionable? So it's like thinking about it this way. You know with that pyramid that I was showing before with the users, kinda looking at this as almost a filter, so we want to kinda filter all of our features and functionality through the lens of our goals and users and success criteria. So that's going to help make sure that we're focusing on the right things. So early on I mentioned how our favorite medium we use an agile methodology. So more specifically we use something called Scrum and I want to talk a little bit about what that is and how it's used since it was born for more of a development process, how it can dovetail with you as a designer. So Scrum is a flavor of agile. You know in the same way that say, an apple is a type of fruit, Scrum is a type of agi...
le. And you know, there's some really key take-aways. We can look at Scrum a 100 words, but to me the two key take-aways is trying to be as light weight as possible. Again we're moving away from this heavy sequential design process where one thing has to be completed figured out. You create all these deliverables that are set in stone and then they thrown over a wall to the next team. So this is trying to be as quick and light weight as possible. And the other idea is to try to get working software as possible. Get into the browser as quick as possible. So that's ultimately what we're trying to do and within that we're going to empower both our team and our clients to help facilitate where to prioritize. So here's a little bit of how it works. And how it's different than Waterfall. So this is kinda from the agile manifesto and it's basically the statement of values. So I think you'll notice that there's a couple really key themes. The first one is just this idea of co-creation, something we spoke about earlier. How do you co-create with your team, your clients and your users? How do we encourage iteration? So everything that we're kinda doing and even you as a designer as you're trying to figure out what is you kind of process, you know these are just really great things to try to aspire to. Working software over comprehensive documentation. Customer collaboration over contract negotiation. Responding to change over following a plan. If you're just completely following a plan it doesn't allow you to adapt in the way that you're going to need to given some of the complexities and some of the challenges and some of the new learnings and findings that you're going to have. So this is a little bit about how we work as we've kinda shown a slide like this before. We have out product planning. The analyze and plan phase, that will range anywhere from two weeks and couple be much longer depending on the size of the project. And then we go into our product design and development. That's where we have these iterations, these sprints that we're working through. So here it is, the key of this is that we're really trying to do this sequential design process. So if we look, you have requirements, design, code, test, and you can see they certainly start at different points but there's a sense that they're all happening at the same times. One is not complete like this, it's much more like this. And in that way you're learning from each other. You're working as a team. You're taking the best skills and responding to each other so you can figure out how to adapt and essentially hopefully be more efficient. So it's not like one is just going to completely end, and that is really kind of a fundamental difference.