Three-week sprints for iOS projects

While working on Storia.me iPhone app, we’ve eventually came up to the three-week sprints. Empirically, they proved themselves to make product high quality and provided time to get moderate functionality chunks done. Two notes here:

  • First of all – this is does not include time for appStore approval. That’s additional week. So a release cycle is 1 month.
  • Second, we came to three-week sprints after we released MVP.  Preparing the app for MVP was quite a kerfuffle, but we managed to finish needed bits in 2 months. Don’t forget to have some rest and go for a holiday after that šŸ™‚

1117142_Гороги-знак-зеленый-шоссе-облаке-фон

Time Distribution during 3 week sprint

2 weeks for development, 1 week for testing and fixing. Essential part of undistracted 2 weeks development, is to provide fully described User Stories with corner cases explained  before the sprint. You also have to estimate all of the workload, and make sure it fits into the sprint. Leave tickets of a less priority on top of the backlog. Pay unprecedented attention to details, so that developer doesn’t need to waste time on communication and clarification (which always results in delays) how the described feature should work.

There are often times when stakeholders rush with some new request. For 80% of the time you’re (a good manager) able to protect developer and stories from scope creeps, but sometimes you are not able to do so. And here comes the last week of the sprint, that mostly handles such unfortunate situations.

Make sure that AppStore materials are ready one week before app submission. Screenshots for all resolutions and languages, descriptions for different markets, no legacy and unsupported SDKs.

Key point here is to make comfortable pace for the developer, so that as less things as possible distract him during the sprint. You know the rule: less distractions => more productivity.

And final achievement is predictable stable timely releases. These are something that are valued by stakeholders, investors, team and users.

Storia.me App Rollout: Better Feedback Loop, Faster Iterations

When developing Storia.me iPhone app, we had the following circles to deliver to:

  • Developers
  • QA
  • Early adopters
  • General Audience (AppStore)

And the following problems to solve:

  • Provide Beta access with faster update pace and immediate critical bug fixing for early adopters (as in microsoft’s inner circle);
  • Make AppStore version as stable as possible;
  • Receive feedback on earlier stages, experiment with a limited set of users and influencers.

A scheme we came up with eventually, has three (four in special cases) versions before the final AppStore release. Each version is rolled out out for certain circle, with different readiness level.
scheme

Storia Alpha

Internal build for developers. After code is frozen, feature-complete version is sent to Preprod.  Alpha version may be used as a proof-of-concept prototype, since it usually doesn’t require QA stage. Distributed via hockeyapp. Connected to dev server.

Storia Preprod

Internal build for QA team, before we release stable version. After critical and major bugs fixed, Preprod becomes a Beta. Distributed via hockeyapp. Connected to preproduction server.

Quite often preprod version is tested together with design team, in order to see how well the mockup works in extreme cases.

Storia Beta

Stable version for early adopters. Helps in revealing bugs, inconsistencies and everything else that fell out of scope during previous stages, shows overall initial reception. Has a 1-week period for testing, before AppStore submission.

Version that is used by stakeholders, everyone in the company and users from countries, where Storia is not released yet. Distributed via hockeyapp. Connected to production server.

Why hockeyapp?

  • It is cross-platform, meaning that we can extrapolate iOS scheme to Android.
  • It shows new updates instantly, meaning we can be sure that most Beta users are using the latest version.

Bug fixing and merging

Fixes are merged into current version branch. If QA team finds a bug in Beta version – fixed are merged in Beta.

It is obvious, that we cannot hotfix an AppStore version =) Critical fixes are tested in Beta and issued as an AppStore update (depending on severity). Minor fixes are added to the next planned version.

Special cases, Storia Testflight

testflight_case

Testflight version is identical to Beta and the one submitted to AppStore. Connected to production server. We use it when we need to test a certain feature on production server privately. We needed to test video recording & processing on backend, but couldn’t rollout this features to Beta access (they could have produced a lot of broken content). Testflight Version was internally tested on production server by dev and QA teams, and proceeded to App Store once all obstacles were moved out of the way.

  • Q: Why to AppStore, and not to beta?
  • A: We rolled out video recording and playback features simultaneously for general public and Beta access).

Bug fixing for Testflight version sometimes involved rolling out the fix in Beta, since hockeyapp update takes a bit less time to process.

For the past 9 months, come hell or high water, this flow proved itself to be efficient and transparent. It took two sprints initially to get used to the scheme and tune it a bit. Release cycle is stable, updates work well, adopters get new features faster, team receives feedback earlier.

I would love to hear criticism, or get a fresh look at similar distribution process in your teams =)

Many thanks to Rishat, Ksenia for edits.

Improving App Design Review, Ensuring Design is Ready for Development

iphone-6-psds

Well-coordinated work across teams – let’s say design and development – is a huge deal when it comes to delivering a good product on time! So, part of my job as a project manager is making sure that the assets passed from design into development are ready for implementation.

At the very heart of the process, design review is nothing complex. You should know human interface guidelines, platform restrictions, requirements and a little bit of common sense =)

Here are the common issues I often face, when reviewing design:

  • Design does not incorporate all the details on features planned;
  • Navigation controls are used inappropriately from the native experience point of view; or simply not intuitive;
  • Assets are missing during delivery phase;
  • Mockup does not look good, when populated with real user data; mockup has not been stress-tested on extreme cases.

As our teams worked together, we optimized our process to minimize adverse effects on the points above.

1. Kick-off with an interview.

When the team is excited – it shines in willingness to collaborate on building a valuable product. Once an applicant to a designer position is excited – she starts to ask questions and share her ideas. I try to understand what the candidate thinks about the project, her motivation, her past projects experience: was there an established flow when this designer had been working on a product, how did the teams collaborate.

Usually, our projects involve UX and UI designer. An iPhone UX expert knows navigation controls, their proper use, typical user flows, analytics and split testing, how to structure information elegantly and effectively. She creates prototypes and mockups for the upcoming app. UI designer provides GUI for a mock up (colors, iconsets, sizes for different resolutions).

2. Help designer to understand the product, build solid requirements

There is a timeframe for a designer to get to know the product. Have materials prepared, older designs structured (for the retrospective view), corner cases described.

The whole team was pleasantly surprised when our new UX designer asked for requirements documents and stayed knee-deep in them for a couple of days. He came up with rational and neat optimization.

We describe global functional requirements in Confluence, with obstacles, corner cases and retrospectives added to the main article. This gives a designer (and practically any new person in the team) the understanding which issues and mistakes we faced, what are the bottlenecks of particular solutions, and why we currently have an effective solution if we already do.

We describe platform-specific flows and requirements in User Stories, which also work as checklists for designers.

The one thing I want to point at again, are the corner cases. They usually fall out of scope and do not apply to typical user behavior, but may result in unpleasant experience. We brief a designer on corner cases before he starts prototyping.

3. Create checklists for mockups

There is a quite popular problem companies face: real user data doesn’t play nicely with the mockup. The design may look gorgeous and trendy and flat, but once you start populating it with longer names, venues, low quality photos, vivid photos that make overlayed text unreadable – the whole greatness falls apart. What to do here?

  • Reflect min and max length for the fields in the requirements. This way designer knows what to expect from the real data.
  • Prepare corner case text examples, to check how well the mockup stands against them. For example, use location named ā€˜Venkata Narasimha Raju vari Bahadur’ instead of ā€˜Union Station’. Show how long text should be cut, if needed.
  • Keep in mind that if you support multiple languages, some buttons may require more space for a label to fit.
  • Check for active / inactive states for buttons, segments, toolbars.
  • Alerts and message boxes for whatever reason can be (connection loss, lack of space, unsaved data, …)
  • Text overlays. If text overlays a picture, be sure that text is still readable even on a bright vivid photograph.

4. Wording for mockups

Wording mistakes happen quite often. You may have ā€˜Done’ button in current application, and ā€˜Save’ in an updated mockup, or even different labels for the same action in different sections. I make sure wording is correct and synced across designs, before dev team starts implementing it. Easiest path is to have all metaphors documented inside a task-tracking or wiki-system, so that designer knows how to name each element properly. This saves a lot of time and nerve for everyone involved.

5. Standardize assets delivery

In order to be sure we got all the assets we need we created a small guide on design delivery in a form of simple folder structure.

#project_folder
    - #project_iOS 
        - #comments_screen
            - comments.psd
            - #_icons
                - icon.png (for 1x)
                - icon_@2x.png (for retina)
                - icon_@3x.png (for retina HD)
                -

This hierarchy serves to ensure we have needed states and sizes for icons, and a structure that will confuse noone.

Overall, I hope that this brief article helps you optimise your process and get design delivered faster =)

Special thanks to Ksenia, Rishat, Igor for reviews =)

How to accurately estimate external projects. Part 1 – Delays caused by communication

accurate_1

This is a first article from ā€œHow to accurately estimate incoming projectsā€ series, aimed to help you see the possible future pitfalls. This includes both outsourcing projects and the ones where different teams around the world are involved.IT industry is dynamic. Companies change APIs, IDEs, upgrade hosting servers software, raise new compatibility issues. Of course improvements are welcome, but there is no way you will have a perfect product once and forever – it needs to be re-iterated. Don’t forget about hundreds of different environments that the system should work on. And people.

1. Client Interaction Time

It’s not a big deal when we are talking about local business (and even in such close distance email response delay time could be significant and expensive), but when you’re dealing with international clients and partners, this becomes a more significant issue.

There are several simple rules that are wise to follow in order to keep up with the deadlines:

  • Don’t underestimate time needed for interaction;
  • Client won’t run and read your email instantly, he has work to do;
  • Response time could vary, but prepare for the worst.

Let’s look at an example: you are building an ecommerce website. The catalogues structure is a bit tricky so you need to clarify where a product recommendation slider leads.

  1. You send the request;
  2. Client reads it in 2 hours;
  3. Gets back to you with some questions in order provide proper answer;
  4. When you answer him – you are already off from work;
  5. You read the final response the next day only.

Of course it’s not what may happen every time, but you need to take such issues into account before they happen. Here is what could cause ā€œlagsā€ on the client side as well:

  • Clarification from a third party (could be a hosting provider, lawyers, content providers, etc);
  • Interaction between departments;
  • Approval of department manager and other bureaucratic procedures.

In addition to that, there’s been quite a few times, when our clients from other countries needed to clarify detailed info with a a third-party with no people on that side speaking English at all.
The main point of this section is to make you understand how heavily client interaction lag can affect the entire project. It’s worth mentioning because these things rather frequently fall out of scope of attention.

How to avoid possible adverse effects? A checklist or a roadmap will be helpful to manage handling tasks in advance. In Codebranch, we prepare a project roadmap with Freeze dates, which are the last dates that a certain part of team-client interaction is due. For instance, there are:

  • Design Freeze Date – this is when the client takes a final approval and signoff to the proposed design, all the amendments and improvements to the design have to go before that date.
  • Functionality Freeze Date – the milestone by which the final application functionality should be agreed upon.
  • Content Delivery Date – this is when the content provided by client is due, so the client would know the timing in advance and have enough time to gather the content.
  • Hosting or CDN accounts purchase dates, domain name registration deadline – when, and no later, the accounts need to be available to the development team in order to set the environment up and deploy on time.

These dates are elaborated together with the client, basing on the delivery timelines that the client suggests, and adjusted accoring to the internal development milestones. This approach helps both the team and the client meet the responsibilities in working on a web project, and contributes into building a good working relationship.