At a recent presentation in Austin by Seilevel about the goals and methods of requirements gathering, a member of the audience asked “What can we do with our requirements to assure innovation?” That’s a tough question with an easy answer – nothing.
What if the question had been “What can we do to prevent innovation?” That’s a better question with a lot of answers.
There’s a Clash of the Titans joint-interview posted at FTPOnline between Kent Beck and Alan Cooper called Extreme Programming vs. Interaction Design. It’s 10 pages of back and forth. In short, these icons agree on objectives, and disagree on how to achieve them. They also spend some time (mis)characterizing each other’s positions and defining their own. In this post we will look at how Alan Cooper explains Interaction Design. We would say that he defines interaction design more as a requirements than a design activity.
When prioritizing requirements for the first release of our software, we’ve stressed the importance of including 100% of the ‘must have’ requirements in the first release of the software. We’ve also used Kano analysis to categorize requirements as ‘must be’, ’surprise and delight’, and ‘more is better’ requirements. In this post we’ll talk about an approach to allocating these requirements across releases.