Keynote - Agile Design
For teams familiar with traditional project phases, a common question when considering using an agile methodology is: Where do the creative team and its phases fit into an agile process?
When you never get a second chance to make a first impression, how do you design iteratively and "fail fast"?
Designers instinctively understand the importance of the initial encounter, uniquely rife with potential, between their work and the affected viewer. Given this, one can understand the desire to work a design to perfection for the sake of a maximally effective experience event. This can conflict with iterative “fail fast” agile concepts, resulting in Minimum Viable Products shipping with designs, wrangled away from designers, in a “less than” state.
How can we reconcile this for iterative, maximally effective, experience events?