Applying developer methodology to design and creative jobs is beyond dense.
When I was fully in the scrum we thought of our work in categories: 1) Pre 2) Insitu 3) post
1) Pre is any work that must be done before that job can be put into a sprint. Kickoff, Ideation, wireframes, mockups, design. This was then taken to the PM and the dev team for them to question and work their heads around. If that meeting went well the PM made tickets and the work eventually got put into a sprint. If not it looped back round till it could.
2) Insitu work is things like cutting up assets for the devs, being on call for questions etc. Basically like being an on call designer for your team. I would not have as many tickets as I would also be doing Pre and Post work at the same time.
3) Post is checking - once sprint is complete - that what was built worked (QA), user testing the live build and just making sure that what you made works and learn from if it didn't.
The only part of my job that was in a SCRUM was #2, as this is the only work that can be done in the sprint time that aligned with the team. The whole design process is not Sprintable.
Please, explain your problems working with SCRUM.
I do hate SCRUM, each and every time it didn't work for the exact reasons listed in this article. I'm glad someone wrote this article, it adds weight to the proposition I will make to my boss
I don't think it's a matter of UX fitting inside of agile or not, it's a matter of your design process. Not working for you doesn't mean it's dense. It comes down to how you approach the design requirements and gather the information you need.
Also, consider the same concepts as Agile/XP development practices. They rely on pair development with 2 devs. Try pair design with a designer and a dev, throw in a pm if it suits you.
If you separate they subjective from the structure you can move faster. Deliver ugly gray wireframes, not polished hifi mocks. Once you have a design system in place you shouldn't need to waste time on hifi for every feature. I've even delivered pictures of whiteboards quite often. Push for stories to create your design structure, then use it.
This won't work for everyone, but we need to stop looking at UX as a special above the fray part of process. Get down in the trenches and work openly.
But the problem isnt that designers doesn't get the time to make every screen pixel perfect and pretty. Or doesnt want boundraries or deadlines.
Its that design is about creating solutions. Design isnt production. Development is production. Its two completly different processes designed (yes, designed) for specific outputs.
Could you imagine if Ray and Charles Eames, or Massimo Vignelli or Frank Gehry had to work with a Scrum process? "You got a timebox of two hours to come up with a design for a chair and then we'll just move into production." What are the odds that they would have created the Lounge chair under these circumstances?