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	<title>Comments on: Lean UX Is Dead. Long Live Lean UX.</title>
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	<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/</link>
	<description>It&#039;s all about interaction</description>
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		<title>By: UIUConnect &#187; Understanding Lean UX</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-119990</link>
		<dc:creator>UIUConnect &#187; Understanding Lean UX</dc:creator>
		<pubDate>Fri, 25 Jan 2013 06:19:17 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-119990</guid>
		<description>[...] http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/ [...]</description>
		<content:encoded><![CDATA[<p>[...] <a href="http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/" rel="nofollow">http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/</a> [...]</p>
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		<title>By: mary</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-119225</link>
		<dc:creator>mary</dc:creator>
		<pubDate>Thu, 16 Aug 2012 22:40:47 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-119225</guid>
		<description>I&#039;ve been really annoyed with recent articles on Lean UX because it misses many of the great points you&#039;ve brought up here (specifically the Smashing Mag article you referenced). The idea of &quot;waste&quot; is ridiculous. Would anyone in their right mind consider the architect&#039;s original blueprint a waste simply because it wasn&#039;t incorporated into the actual physical building as material? Of course not! 

To lump design thinking and its output as &quot;waste&quot; only goes to subvert our own hard-earned experiences as UX designers because it sends the message that you are only as good/useful as your final documentation. If it wasn&#039;t useful, of course it is waste, but that just also means that you failed in your COMMUNICATION of the concept in the first place. The documentation only serves as a reminder; it is not the end-all. You must still communicate with your stakeholders and developers throughout. It’s not a throw-it-over-the-fence mentality. So let&#039;s not confuse the PROCESS that led you to your insights (and you are documenting whether you are doing it on a napkin or in Word, for the record) as being &quot;waste&quot;. This is like saying your vacation photos are a waste. They are not (unless you had a crappy vacation); they are only a reminder of what happened. Their worth is defined by what you put into it.

It is also a fallacy of the inexperienced. Maybe this works for small organizations or start-ups, but work for a large company for a while (and through multiple versions of product) and you soon see that documentation is not the enemy.

Sorry for the rant, but ughhhh... I&#039;m so tired of this repackaging old concepts as new and slapping a new label on it and everyone without understanding it cheering in the streets like mindless drones (you can be excused if you are new to the industry, but everyone else, no excuse).

That said, I&#039;m all for this. It’s what we’ve been (or should have been) doing all along. So here’s to the old. Cheers!</description>
		<content:encoded><![CDATA[<p>I&#8217;ve been really annoyed with recent articles on Lean UX because it misses many of the great points you&#8217;ve brought up here (specifically the Smashing Mag article you referenced). The idea of &#8220;waste&#8221; is ridiculous. Would anyone in their right mind consider the architect&#8217;s original blueprint a waste simply because it wasn&#8217;t incorporated into the actual physical building as material? Of course not! </p>
<p>To lump design thinking and its output as &#8220;waste&#8221; only goes to subvert our own hard-earned experiences as UX designers because it sends the message that you are only as good/useful as your final documentation. If it wasn&#8217;t useful, of course it is waste, but that just also means that you failed in your COMMUNICATION of the concept in the first place. The documentation only serves as a reminder; it is not the end-all. You must still communicate with your stakeholders and developers throughout. It’s not a throw-it-over-the-fence mentality. So let&#8217;s not confuse the PROCESS that led you to your insights (and you are documenting whether you are doing it on a napkin or in Word, for the record) as being &#8220;waste&#8221;. This is like saying your vacation photos are a waste. They are not (unless you had a crappy vacation); they are only a reminder of what happened. Their worth is defined by what you put into it.</p>
<p>It is also a fallacy of the inexperienced. Maybe this works for small organizations or start-ups, but work for a large company for a while (and through multiple versions of product) and you soon see that documentation is not the enemy.</p>
<p>Sorry for the rant, but ughhhh&#8230; I&#8217;m so tired of this repackaging old concepts as new and slapping a new label on it and everyone without understanding it cheering in the streets like mindless drones (you can be excused if you are new to the industry, but everyone else, no excuse).</p>
<p>That said, I&#8217;m all for this. It’s what we’ve been (or should have been) doing all along. So here’s to the old. Cheers!</p>
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		<title>By: Matthew Hodgson</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-119169</link>
		<dc:creator>Matthew Hodgson</dc:creator>
		<pubDate>Wed, 01 Aug 2012 00:29:58 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-119169</guid>
		<description>@Kate: If gaining knowledge and insight that is shared with the team which results in the end-product being better, then it isn&#039;t waste insofar as Lean is concerned. That is where Lean differs from other process engineering methods that look purely at the mechanics of the process.

The question inferred by @greg in his article is only whether you’re creating artefacts just to create artefacts. Knowledge theory tells us that only a small % of knowledge can be transferred by documentation. The rest of it is embedded in shared experiences. Given this, we should always be questioning how valuable a UX artefact is likely to be before we create it. It means that collaborative workshops with the team, end-users, and others, or collaboratively prototyping a solution until the team gets the gist of the intent of your designs, are likely to be far less wasteful than making a beautifully detailed prototype. 

M</description>
		<content:encoded><![CDATA[<p>@Kate: If gaining knowledge and insight that is shared with the team which results in the end-product being better, then it isn&#8217;t waste insofar as Lean is concerned. That is where Lean differs from other process engineering methods that look purely at the mechanics of the process.</p>
<p>The question inferred by @greg in his article is only whether you’re creating artefacts just to create artefacts. Knowledge theory tells us that only a small % of knowledge can be transferred by documentation. The rest of it is embedded in shared experiences. Given this, we should always be questioning how valuable a UX artefact is likely to be before we create it. It means that collaborative workshops with the team, end-users, and others, or collaboratively prototyping a solution until the team gets the gist of the intent of your designs, are likely to be far less wasteful than making a beautifully detailed prototype. </p>
<p>M</p>
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		<title>By: Damon</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-119141</link>
		<dc:creator>Damon</dc:creator>
		<pubDate>Mon, 23 Jul 2012 15:38:58 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-119141</guid>
		<description>Frankly, I think Lean UX is just a workshop buzzword. It&#039;s agile. It&#039;s just agile. There&#039;s nothing new here. If you&#039;re UX shop wasn&#039;t validating design hypothesis to begin with, it wasn&#039;t doing UX, it was doing pure design. The whole Lean UX concept feels like it came out of a company that didn&#039;t understand agile, figured it out, and then someone thought &quot;wow, look at this cool new thing I figured out&quot; without realizing that they&#039;re just rebranding something that&#039;s been around for a while.</description>
		<content:encoded><![CDATA[<p>Frankly, I think Lean UX is just a workshop buzzword. It&#8217;s agile. It&#8217;s just agile. There&#8217;s nothing new here. If you&#8217;re UX shop wasn&#8217;t validating design hypothesis to begin with, it wasn&#8217;t doing UX, it was doing pure design. The whole Lean UX concept feels like it came out of a company that didn&#8217;t understand agile, figured it out, and then someone thought &#8220;wow, look at this cool new thing I figured out&#8221; without realizing that they&#8217;re just rebranding something that&#8217;s been around for a while.</p>
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		<title>By: Collaboration for UX Teams &#124; Wireframing Tool - ProtoShare</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-118993</link>
		<dc:creator>Collaboration for UX Teams &#124; Wireframing Tool - ProtoShare</dc:creator>
		<pubDate>Mon, 11 Jun 2012 15:22:50 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-118993</guid>
		<description>[...] The recent interest in both Agile UX and Lean UX really starts to acknowledge this fact. Lean UX, in particular, pushes UX to move from being in the business of creating deliverables (the giant spec doc or Big Design Up-Front (BDUF)), to de-emphasizing deliverables in favor of creating user experiences. (If you&#8217;re not familiar with Lean UX, see Getting Out of the Deliverables Business and Long Live Lean UX.) [...]</description>
		<content:encoded><![CDATA[<p>[...] The recent interest in both Agile UX and Lean UX really starts to acknowledge this fact. Lean UX, in particular, pushes UX to move from being in the business of creating deliverables (the giant spec doc or Big Design Up-Front (BDUF)), to de-emphasizing deliverables in favor of creating user experiences. (If you&#8217;re not familiar with Lean UX, see Getting Out of the Deliverables Business and Long Live Lean UX.) [...]</p>
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		<title>By: Andrew Mottaz</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-118710</link>
		<dc:creator>Andrew Mottaz</dc:creator>
		<pubDate>Thu, 26 Apr 2012 00:51:15 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-118710</guid>
		<description>Greg - great point about the prototype -- it&#039;s not at all clear that even a complete prototype where all of the functionality was completely implemented could be used by developers to implement effectively ( I&#039;ve seen this in real life where prototyped behavior was not discovered ) .  Prototypes can be used to iterate and discover, and you should only prototype what you need to to get your point across.   I saw Jeff Goethelt speak yesterday, and I think what Agile and Lean have in common is that you need to validate your hypotheses with users, and that both developers and UXers need a shared understanding.  Giant spec docs don&#039;t solve this.  Pixel perfect prototypes dont&#039; solve this.  Only studying and solving the users problems together ( of otherwise communicating these things ) can give UX&#039;ers and developers that shared understanding.</description>
		<content:encoded><![CDATA[<p>Greg &#8211; great point about the prototype &#8212; it&#8217;s not at all clear that even a complete prototype where all of the functionality was completely implemented could be used by developers to implement effectively ( I&#8217;ve seen this in real life where prototyped behavior was not discovered ) .  Prototypes can be used to iterate and discover, and you should only prototype what you need to to get your point across.   I saw Jeff Goethelt speak yesterday, and I think what Agile and Lean have in common is that you need to validate your hypotheses with users, and that both developers and UXers need a shared understanding.  Giant spec docs don&#8217;t solve this.  Pixel perfect prototypes dont&#8217; solve this.  Only studying and solving the users problems together ( of otherwise communicating these things ) can give UX&#8217;ers and developers that shared understanding.</p>
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		<title>By: What To Use Prototypes For &#124; Project Wolverine</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-118637</link>
		<dc:creator>What To Use Prototypes For &#124; Project Wolverine</dc:creator>
		<pubDate>Tue, 10 Apr 2012 05:22:45 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-118637</guid>
		<description>[...] was reading an article about Lean UX, and it made some interesting claims about the role of a [...]</description>
		<content:encoded><![CDATA[<p>[...] was reading an article about Lean UX, and it made some interesting claims about the role of a [...]</p>
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		<title>By: Kate Williamson</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-118620</link>
		<dc:creator>Kate Williamson</dc:creator>
		<pubDate>Wed, 04 Apr 2012 16:20:06 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-118620</guid>
		<description>I love your comment that we &quot;learn from the waste.&quot; I can&#039;t wrap my mind around the ideology that anything not used in the end development is not valuable. The &quot;waste&quot; helps us communicate and think through the problems we&#039;re trying to solve. Thanks for this great breakdown of the tactical ideas.</description>
		<content:encoded><![CDATA[<p>I love your comment that we &#8220;learn from the waste.&#8221; I can&#8217;t wrap my mind around the ideology that anything not used in the end development is not valuable. The &#8220;waste&#8221; helps us communicate and think through the problems we&#8217;re trying to solve. Thanks for this great breakdown of the tactical ideas.</p>
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		<title>By: Lis Hubert</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-118608</link>
		<dc:creator>Lis Hubert</dc:creator>
		<pubDate>Mon, 02 Apr 2012 17:12:17 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-118608</guid>
		<description>I could not agree more with this article. Fantastic piece!</description>
		<content:encoded><![CDATA[<p>I could not agree more with this article. Fantastic piece!</p>
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		<title>By: Greg</title>
		<link>http://johnnyholland.org/2012/03/lean-ux-is-dead-long-live-lean-ux/#comment-118596</link>
		<dc:creator>Greg</dc:creator>
		<pubDate>Thu, 29 Mar 2012 15:48:12 +0000</pubDate>
		<guid isPermaLink="false">http://johnnyholland.org/?p=16446#comment-118596</guid>
		<description>Nathaniel -- Thanks for the feedback. It depends, as you say, on how comprehensive the prototype is. I think of prototypes as demonstrating the major application functionality -- especially the transitions from one screen to another. You identify the user stories you will cover and build to those. The prototype can cover all cases if the cases are relatively simple. That doesn&#039;t happen too much in my world. 

Even if it does cover all cases, then the development team will need some way to &quot;discover&quot; all of the cases and how they play out in the prototype. Without some documentation that explicitly ties the prototype to the user stories, it seems like we&#039;re leaving a lot of room for error and rework -- especially if the development team is offshore. 

That said, you&#039;re right that the issue is to &quot;make it understandable for the team to build&quot; and I equally resist the notion of giant spec documents, which we know that no one reads, yet they are required to sign off on them. There is a middle ground that applies in the majority of situations.</description>
		<content:encoded><![CDATA[<p>Nathaniel &#8212; Thanks for the feedback. It depends, as you say, on how comprehensive the prototype is. I think of prototypes as demonstrating the major application functionality &#8212; especially the transitions from one screen to another. You identify the user stories you will cover and build to those. The prototype can cover all cases if the cases are relatively simple. That doesn&#8217;t happen too much in my world. </p>
<p>Even if it does cover all cases, then the development team will need some way to &#8220;discover&#8221; all of the cases and how they play out in the prototype. Without some documentation that explicitly ties the prototype to the user stories, it seems like we&#8217;re leaving a lot of room for error and rework &#8212; especially if the development team is offshore. </p>
<p>That said, you&#8217;re right that the issue is to &#8220;make it understandable for the team to build&#8221; and I equally resist the notion of giant spec documents, which we know that no one reads, yet they are required to sign off on them. There is a middle ground that applies in the majority of situations.</p>
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