There are points to be made for prototyping in Cycle 0 & what affect not doing it effectively can do to your Brand
These points are made in an article that in fact has defined 8 “mines” that are awaiting those who don’t implement the Best Practices we have discussed previously.
We aren’t going to talk about all those “mines” here – read them for yourselves if you like, but, consistent with the other article we wrote commenting on Seth Godin’s discussion of releasing too early, we must as UX & Agile Practitioners deal with these “mines” too.
Our thoughts revolve around the value is assessing your processes against a set of Best Practices & benchmarking them, looking for ways to constantly improve the Agile processes you have in place & refine them to take into account what works for you.
“Mine 5: Insufficient risk-free conceptual exploration time“:
Many agile teams will just begin building day one of the project (or very close to it). Some may employ an “iteration zero” to do some up-front planning and design. Cofelt asks if this is enough – does the agile approach of using a working example to validate ideas always truly outweigh doing some validation with rough sketches before committing to code?
“Mine 6: Brand Damage“:
Putting non-raod-tested (via UX design approaches) features out into the market, even if intentioned to gain feedback, can quickly lead customers to lose faith in your company’s ability to consistently hit the mark – this is damage to your brand, something well known to be hard to build and even harder to re-build.
The best approach seems to be defining & implementing a Parallel Track approach to Agile Development & UX cycles – we’ve talked about that elsewhere on this blog. The work done in the parallel UX track can drastically improve the outcomes of your Usability measurements.
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