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    <article-meta>
      <title-group>
        <article-title>Controlling User Experience through Policing in the Software Development Process</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mats Hellman</string-name>
          <email>Mats.hellman@uiq.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kari Rönkkö</string-name>
          <email>Kari.ronkko@bth.se</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Product Planning User Experience, UIQ Technology, Soft Center VIII</institution>
          ,
          <addr-line>SE 372 25 Ronneby, Sweden, +46708576497</addr-line>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>School of Engineering, Blekinge Institute of Technology, Soft Center</institution>
          ,
          <addr-line>SE 372 25 Ronneby, Sweden, +46733124892</addr-line>
        </aff>
      </contrib-group>
      <abstract>
        <p>Today the challenge in the mobile industry is User experience (UX), which is starting to affect software engineering processes. A common use or definition of the term UX is still not de facto defined. Industry and academy are both in agreement that UX definitely includes more than the previous usability definition. Our concern in this paper is how industry and manufacturers can manage to successfully get a UX idea into and through the software development cycle? Our discussion includes obvious components from usability and new UX components that are not taken into account by prevailing HCI approaches. We will discuss branding, trends and timing as vital components in that puzzle.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;User Experience</kwd>
        <kwd>usability</kwd>
        <kwd>brand</kwd>
        <kwd>trends</kwd>
        <kwd>invention</kwd>
        <kwd>software development process</kwd>
        <kwd>mobile industry</kwd>
        <kwd>software engineering</kwd>
        <kwd>management</kwd>
      </kwd-group>
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  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>Mobile phones have reached a point beyond the level where
technical hot news are not enough to satisfy buyers, because
today mobile devices also have to include the aspect of user
experience. Apple’s iPhone is one indication of this change. In
recent years the mobile industry has put in a lot of efforts to grasp
and develop products that can be claimed to be User Experience
(UX) products. A mental shift from a usability focus toward a
more UX driven requirement gathering focus and handling has
occurred. One reason is that UX discourses has been ongoing for
a long period, even though mostly connected to new services like
web, multimedia and other media centric services. Interestingly,
these are products that acquire a different experience than the
mobile applications and services. Another related factor is today’s
improved hardware possibilities including their infrastructural
developed support on the market.</p>
      <p>Unfortunately we are convinced that many companies in the
mobile sector still are stuck with outdated control mechanisms
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      <p>
        First, usability as a “hygiene” factor needs to be in place if we
want to hit in a mass-market launch for a new type of device.
Meaning that the functionality and performance of a device are
things a user doesn’t notice until they create annoyance. In this
view, in a well worked up market, usability has become a
dissatisfier [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. In such market users will notice and complain
about the product when the expected outcome or usage doesn’t
live up to their expectations. On the contrary, if the hygiene
works the way it should, as expected, they won’t praise the
usability of it anyhow. We are convinced that most companies in
mobile industry are in control of the level of hygiene through
applying HCI usability test methods (see [
        <xref ref-type="bibr" rid="ref10">11</xref>
        ] for example).
Second, total product design is another vital component. The
product must be a throughout solid and attractive design, from
hardware to software design. New and hot functionality is not
enough anymore, today it is the design of the total experience that
sells.
      </p>
      <p>Third, the brand is an important part of the total product design,
just as vital and important for success as is the design itself. We
argue that this is one of the reasons explaining why Apple made a
direct success with their iPhone and Neonode did not. New kids
on the block always have a hard time, and have to make up an
own role an identity to be both understood and accepted.
Fourth, trends need to be monitored and understood. How can you
predict and take into account that a “fuzz” or “buzz” in a small
group of people will turn into a mass market trend? How do you
foresee and market that e.g. a mobile touch screen device will
become a device in “every man’s” hand instead of its initial status
as status device in the pockets of the businessman tribe? Trend
awareness and understanding about marketing, brands and target
groups have always been important, but will in the mobile UX era
be vital for success.</p>
      <p>Fifth, timing is a vital component in a successful launch of a
product? There is more than one understanding of timing. If you
talk to product owners etc they will argue that if a specific device
misses its target release window that device could and maybe
should be cancelled. This is obvious and understandable, here we
talk about a specific type of timing; the maturity of the market for
a device with a specific functionality. When is a specific
functionality or technology mature enough to be embraced and
used without any hurdles or suspicion by the market and end
users? Take the e-commerce adaptation as an example from the
PC world. It took some years before users found e-commerce
applications comfortable and secure enough to be used for paying
stuff from the internet. This even though the technology, security
solutions and infrastructure had been in place and worked a long
time. Could this type of user phenomena be foreseen and taken to
account when to launch a product at the optimal time?
Total design, brand, trends and adequate timing are subjects in
need of further understanding within today’s mobile industry;
both concerning how to predict coming trends and brands, when
to launch products, as well as how to secure and control the
resulting UX designs throughout the software development
process. Regarding the former challenge we lend at taking
inspiration and borrow insights from the area of innovation.
Knowledge about innovation processes and framework could be
used to understand and prioritize actions to create and launch
products in a successful manner. When it comes to the latter
challenge, we present one solution in this paper. Our solution fits
the established engineering idea of splitting product complexity
into smaller manageable sub-functions, and working in
multidisciplinary teams. In large software development projects
this splitting approach has proven successful to cut time costs.
Below is provided a hierarchic map where we place the aspects
discussed in this paper in relation to the following categories:
User Experience, Market, Technology, and Software
Development. Here it is possible to visualize relationships such
as: brands and trends exist on a market with potential consumers;
brand and trend is part of the user experience that companies tries
to design to pleasure users; successful match between these is
highly dependent on adequate judgments of maturity and timing
for a product. We can also see where the border of traditional
usability efforts is today. We do not emphasize new or existing
technology in this papers discussion, even though, we indicate the
importance of timing and maturity also here. Our contribution
called “Policing” can be found under the category Software
Development under Methodology and Requirements Engineering
fulfilling the role of monitoring and securing a holistic product
view. The Software development methodology is in this paper
refers to the engineering idea of splitting the product complexity
into smaller more manageable sub-functions (and teams), i.e. a
traditional software engineering development approach.</p>
    </sec>
    <sec id="sec-2">
      <title>2. USABILITY AS HYGIENE FACTOR</title>
      <p>The HCI community is nowadays agreeing that UX include more
factors than defined in usability. Usability is an established part of
software development even though maybe not as formalized as
needed. UX on the other hand is not established throughout the
development process and our belief is that when it is formalized
and established it will change the way we understand and talk
about requirement handling as well as product development
processes and methods.</p>
      <p>Usability as such in today’s mobile business and product
development is a thermometer that sets the “hygiene” level of a
product. Users today take the “ease of use” part of product
concepts for granted and will not praise the fact that a product or
service has good usability. On the other hand users will complain
loudly if the product doesn’t live up to the expected level of
hygiene. Usability has become a dissatisfier. Hence, the challenge
for usability engineers is to collect dissatisfiers and feed them
back as prioritized requirements. These will affect the product
negatively if not treated as an important part of UX. In a sense
dissatifiers can be perceived as the base of UX. These are aspects
of a product or service that just have to work and when they do
they will not be noticed by the users. Examples of the areas we
talking about here are responsiveness, snappiness, learnability and
visibility, effectiveness, efficiency etc. Keep in mind that
handling dissatisfiers is not enough to reach a decent UX level.
To do that we need to understand what pleasures a user during
both use and owning a product. When we understand above it will
be possible to launch products with satisfying level of UX.</p>
    </sec>
    <sec id="sec-3">
      <title>3. TRENDS AND BRANDS</title>
      <p>Today we see trends in society that emerge from and support
environmental concerns. We can also see an increase in tribing
activities that in one level has to do with big movements of
refugees moving to other part of the world, to find “shelter from
the storm” in new countries. This has created a possible growth
for national groups that use violence as a toll for securing their
tribal belonging. The other level of tribal behavior has more to do
with groups that have found new ways to indulge themselves in
their hobbies/interests. Examples of this is the late middle-aged
bikers living their teenage dream as they drive down the roads as
aged “hell-riders” on their Harley Davidson’s.</p>
      <p>
        Leading trend institutes has identified trends that need to be
understood and taken into account as important aspects to succeed
when developing a product with high level of UX. Below you
find some trends that one well known trend institute; Faith
Popcorn’s BrainReserve describe on their website [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ] and as
they find as necessary to know and beware of when you: look for
a new positioning on the market, strategic development and new
product or service.
99 lives: Too fast a pace, too little time, causes societal
schizophrenia and forces us to assume multiple roles
Anchoring: A reaching back to our spiritual roots, taking what
was secure from the past in order to be ready for the future.
Being alive: Awareness that good health extends longevity and
leads to a new way of life.
      </p>
      <p>Pleasure revenge: Consumers are having a secret bacchanal.
They’re mad as hell and want to cut loose again.</p>
      <p>Small indulgences: Stressed-out consumers want to indulge in
affordable luxuries and seek ways to reward themselves.
Cashing out: Working women and men, questioning
personal/career satisfaction and goals, opt for simpler living.
Clanning: Belonging to a group that represents common feelings,
causes or ideals; validating one’s own belief system.</p>
      <p>Cocooning: The need to protect oneself from the harsh,
unpredictable realities of the outside world.</p>
      <p>Fantasy adventures: Modern age whets our desire for roads
untaken.</p>
      <p>In the mobile business obvious trends are staying connected and
sharing content, this simultaneously with being an assessor
expressing belonging and social status. To capture these types of
requirements and to be able to support these kinds of trends we
need to involve more than traditional usability evaluation can
offer; a new UX and innovation related perspective of capturing
user requirements is needed. These factors also need to be
translated and incorporated in new formalized methods in the
process of product and software development.</p>
      <p>
        Neonode relied on the existing touch screen market as entry for
their products. To their disadvantage they did not have large
enough credibility among users in the market of touch phones to
become a truly market success from start. Apple’s iPhone had
both credibility and a successful touch screen product. A product
that provided the user with intuitive and responsive use, a
pleasurable experience concerning the overall design, together
with the pleasure of owning and showing of it as an assessor.
Besides this iPhone also supported the “Mac, Apple” tribe. This
new product called iPhone could actually be claimed to help these
users secure their status and existing as members of precisely this
tribe. This is a group of users that committed themselves to
Apple’s specific brand and design, a consumer group that buys for
reasons of precisely experience and design (that Apple products
helps them to communicate) rather than for a specific set of
functionality. The fact that Apple has a very strong brand could
be the difference when it comes to success or not. User have
expectations and/or and experiences of Apple as “the” design
company whereby the company gets a competitive advantage
over other on-a-technical-level-equal-companies. Apple has the
knowledge and the company culture needed in order to “live the
brand”. Other less brand known companies has to rely on the
product without any help from a brand expectation or experience.
One reason to this could be as Richard Mulholland states in his
article; Fuck. Love. Brand: [
        <xref ref-type="bibr" rid="ref12">13</xref>
        ] “You see, “brand” is a word
open too much interpretation, a corporate ID executive sees it as
the face of the company they designed, HR sees it as the people,
marketers see it as the marketing they create, and management
thinks it’s the physical manifestation of the mission, vision, and
values. This is the problem, in order to build “X”, all your
builders need to first understand what “X” is and here’s the
thing, it ain’t rocket science. Once we realize that the word
“brand” is a place-marker, we simply need to find out what we’re
replacing.“ From our point of view the strategic work of building
up a brand needs to be integrated in all levels in a company, relate
to vision, goals and be a vital part of a holistic product view.
4. THE TIMING COMPONENT
“The winner gets it all”, “It’s only first place that counts and will
be remembered”. These are expressions that color us from
upbringing and society and in many respects also true on a tough
market. The timing aspects of releasing a new product is in many
cases as important as the product it self. The right timing will give
an advantage against competitors. But it is hard to judge when to
launch a product; users or consumers on a market must be mature
enough to appreciate the product to its full extent. Its functionality
could be too advanced or just a bad copy of already existing
product. Symbian and UIQ has produced Touch supported
Software platforms for mobile phones for many years and
delivered to customers like SonyEricsson and Motorola. These
products has sold good in the business segment of the mobile
world. It could be claimed that Sony Ericsson and Motorola over
the years of delivering phones with touch enabled screens actually
created both the marketplace as well as the user acceptance and
user mature-ness for touch phones. If we compare with Apple’s
iPhone that was a hit direct, they besides using their extremely
strong brand (se previous section 4) delivered with a good timing
in a mature enough touch market.
      </p>
    </sec>
    <sec id="sec-4">
      <title>5. UX AND PREVAILING SD PROCESSES</title>
      <p>
        Good UX understanding an input is one side of the coin, how to
organize with respect this understanding and input is the other
side. As previous argumentation revealed it has become more and
more important to deliver UX products. This is not enough, these
products has to be developed faster and faster, whereby it also
becomes vital for an organization to continue to keep the
development time short.
"Everything about mobile phone design and production has to be
quick, so it's months from when there is an idea for a phone to the
roll out on the market," said James Marshall, Sony Ericsson's
head of product marketing, who is in Las Vegas this week for the
trade fair. "The market moves very quickly, so you have to
minimize development times."[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]
One approach that many organizations, including UIQ
Technology AB, have chosen to apply to both secure quality and
focus on deliveries, and meet the time challenge is to work in
parallel multidisciplinary teams (see Hellman and Rönkkö 2008
[
        <xref ref-type="bibr" rid="ref10">11</xref>
        ] for details). The solution is a typical software engineering
solution, i.e. to make complex things manageable through
splitting up the problem in separated parallel work tasks during
the development process.
      </p>
      <p>
        Engineers often approach complexity through splitting the
product complexity into smaller more manageable sub-functions.
In the end all the sub-functions are put together and a product
appears, hopefully as the designer or the idea maker intended.
Deviations from the intended product idea are handled through
iterated defect reporting and defect handling until the product is
judged to have sufficient product quality. Hence, monitoring
product quality is conducted by processes in which milestone
criteria are measured mainly by different ways of controlling
defect levels and defect status. So far this approach has been
sufficient enough when striving to secure a product’s quality from
a task and goal perspective (classic usability view from HCI), but
still no guarantee for enhancing the user experience (that
increases the chances of product success on the market). In the
goal and task view three canonical usability metrics have
dominated, i.e. effectiveness, efficiency and satisfaction. Where
the latter, satisfaction, has been a term capturing the felt
experience on a very high level, i.e. without further dividing it
into its diverse constituent elements. Today the UX level of
quality needs to be handled. Handling this quality forces us to
divide satisfaction into other soft values such as exemplified by
fun, pleasure, pride, intimacy, joy, etc. [
        <xref ref-type="bibr" rid="ref4 ref7">8, 4</xref>
        ].
      </p>
      <p>A risk with dividing is that the product owners (often Product
Managers whining the company) will have an even harder time
knowing that the intended product is the one that will turn up
when all “bits and pieces” are assembled again to constitute the
product.</p>
      <p>
        Figure 2 visualizes above described work in multidisciplinary
teams. Here the separateness of a product vision into many
divided requirements means risks of not monitoring UX in a
holistic way; it also represent today’s goal and task oriented
development models. The outcome/product includes the risk of
becoming something that was not intended.
One problem that follows when splitting the product into smaller
manageable sub-functions in the production process is the risk of
losing a holistic product view. In the quality of user experience
apparently small changes made in different subparts can actually
constitute a huge user experience change when put together in the
final product. It is also difficult to predict the effects of such
separately handled changes. Applications in mobile products have
in the past been more or less separate entities or islands in a
product. And opportunities have existed for application designers
and engineers to apply their own solutions and create their own
application specific components with “isolated” specific behavior
to support a use case (see [
        <xref ref-type="bibr" rid="ref11">12</xref>
        ] for an example). Such isolated
behavior can and will be a big threat to the total UX of a product.
Pushing out ownership and responsibility to the separate parts is a
common management strategy. It can be questioned if
organizational models that push ownership out to the leaves in
organization really are effective in the mobile industry? Doesn’t
this model encourages handling risks via a focus on each
constituent part rather than a holistic view on the end product?
Are there better and more efficient ways of making an idea appear
in a product? Ways that could shorten the time to market,
minimize the risk of fragmentation of the product, and in effective
ways help organizations to prioritize and secure successful UX in
products. Can we maintain a holistic perspective despite multiple
splits of functionality during development? In this era with a
growing need for high level monitoring of UX in products we are
still left with the goal and task oriented development models. For
the goal and task related usability paradigm dividing and
delegating has been successful. Today we have to realize that
good quality on different parts is not enough, not a guarantee for a
successful product. In parallel with understanding and handling
UX we need to find new ways to measure and monitor UX quality
aspects during development. To support UX qualities efficiently a
process with a clear product focus is needed in parallel with the
up to today successful split application development approach.
Otherwise, because of the prevailing task and goal tradition
within software development, there is a risk that we talk about a
holistic product view but in practice end up monitoring small
identities. Still, we believe the engineering approach of separation
is powerful and necessary in large projects. So - what are the
possible approaches for ensuring an idea appears throughout the
prevailing engineering approach of separating the development?
The introduction of an overall UX control process is the solution
we advocate.
      </p>
      <p>In order to secure the vision of product intent, in complex and
multi requirement projects, the organization needs to
acknowledge the need for what we call policing (actually having
real cups in mind doing police(ing) work in the positive sense
appreciated by citizens). Not just defect levels, but also and
maybe even more important, the holistic product intent
throughout the development cycle and in all different teams
participating in the development process. This is needed to secure
an efficient and effective way of working towards a successful
product.</p>
      <p>
        There is a risk of losing the UX intent of a product if no support
structure is in place. In order to keep the organization “mean and
lean” and at the same time deliver UX focused products we need
to secure the vision of a product throughout the development
process. Today many companies have developed methods to
validate concepts of the final product with end users. UIQ
technology AB uses for instance their UTUM method. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], [
        <xref ref-type="bibr" rid="ref9">10</xref>
        ].
Unfortunately these kinds of validation activities are too often
handled by and within a UI Design/Interaction Design group and
not as part of the overall design process, e.g. as ad hoc help in the
design work at different stages. Our suggestion is that companies
organize in such a way so that UX requirements developed by end
user understanding and use knowledge are monitored throughout
the development cycle. This can be done by having UX guards in
leading positions in the development process. People that monitor
the holistic view of the product and who have the mandate take
necessary actions whenever it is needed to secure the overall
product intent.
      </p>
    </sec>
    <sec id="sec-5">
      <title>6. POLICING UX</title>
      <p>Even though most companies have both verbal and written UX
statements and visions on their walls as lead goals for their
business, an overall UX strategy are often missed out. A products
quality definition is still related to different sub-levels,
measurements and predictions of defects as criteria, and seldom
includes usability and/or UX quality criteria. This means there is
no connection or possible way of measuring the “temperature” of
UX in the product during the development between vision and
final product. There is also a embarrassing divergence between
UX quality and existing product quality, meaning that we have
processes and means from traditional software engineering to
monitor product quality by defects, which do not constitute the
wished for guarantee to achieving an envisioned high level of UX
in the final product.</p>
      <p>
        Therefore a complementary way to also inject UX quality
assurance into the development process would be by:
1. Gaining acceptance of a vision through user research with end
users by means of methods like early prototype testing.
2. Policing the vision throughout the development process by
internal review methods to secure UX product quality. UX quality
criteria and milestones should be included in an overall design
process influencing the development process. A new quality
assurance role needs to be created for UX experts to act as
guardians for the UX quality.
3. Validating the product and evaluating the result against the
vision, again by formalizing existing methods like UTUM [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ],
[
        <xref ref-type="bibr" rid="ref9">10</xref>
        ] in the development process. This is also visualized in figure
3.
An organizational set up like the one described in figure 3 would
be a better guarantee that the product vision and intent is what
will be delivered in the end compared with the organizational set
up presented in figure 2. Meaning that the whole of the
organization needs to understand and prioritize the end result.
Project Managers need to acknowledge, understand and take these
new UX criteria’s into their plans. The way to secure product
quality and to include UX into the product quality aspect has to be
to introduce “UX guards” in all levels of development. Their role
would need to be to police the fulfillment of the UX quality
criteria in the process defined and decided checkpoints. These
checkpoints could e.g. be expert reviews of requirements and
expert UX reviewers to get the authority to set a pass/not pass
stamp on the intended delivery. This needs to be agreed and
formalized into the development process.
      </p>
    </sec>
    <sec id="sec-6">
      <title>7. DISCUSSION</title>
      <p>It is identified that the academic fields of Software Engineering
(SE), Human Computer Interaction (HCI), and Participatory
Design (PD) to a large extent developed divided from each other
[Juristo et al. 2001, Kensing 3003]. Each area is highly
challenging and has today decades of important documented
knowledge; SE has significant successes in requirements
gathering related to software development organization, HCI in
usability evaluation and PD in techniques and methodologies for
user participation. Industry has picked and applied parts from the
different fields despite the academic separation. Five years ago a
mix of the knowledge inherent in these fields was considered to
provide a good enough foundation for building successful
development process. In recent years the mobile industry has
started to compete with what can be claimed to be User
Experience (UX) products. Hence a fourth aspect called UX
appears that also needs to be integrated on the top of these
aspects.</p>
      <p>
        When will the above mentioned areas develop to support also the
understanding of UX, so that we can find better ways to capture
and monitor when a market is mature enough for appreciating a
product or service? We need to widen our understanding of users
also in the UX aspect. Find ways to monitor UX requirements
throughout the process. UX should be the backbone of product
development today and not as in many cases something that is
added as a final finishing procedure of a product. Such approach
is just a “lipstick on a chicken” approach and will not lead to a
successful launch of a product. We need to change existing
development processes to be built around UX definitions, and not
just incorporate UX as add on to already existing processes. UX is
a new perspective we have to apply in order to successfully
launch products at the right point of time within an “open” market
window; in which it supports new and existing trends, and of
course deliver satisfactory levels of hygiene. Hence, UX will
change how we perceive and perform product development.
As future work we will continue to look for inspiration and
knowledge within the area of innovation. Denning and Dunham
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] make a clear distinction between invention and innovation
meaning that invention is the idea as such but with the absence of
adaptation applied. An innovation on the other hand is an
invention that covers the entire way from idea to adaptation and
sustainability of that idea making sure that all is done for that
idea, artifact or process to make it successful in the intended
marketplace. One indication of the power and control over user
innovation is that companies like Apple with control over their
products from hardware to software throughout the marketing
process seem to have better chance than smaller not so well
known companies that has to rely on the market allowance or a
better chance than companies that uses sub-contracting as a way
to produce their product? The WeBIS [5] project is a research
attempt started in the spring 2008 that aim to address some of the
in this paper mentioned innovation aspects, and also to create a
user centric and user innovation driven method; a method to
support early decision making, if an idea, product, service is
worthwhile going for or if there are too high risk of failure.
      </p>
    </sec>
    <sec id="sec-7">
      <title>8. CONCLUSIONS</title>
      <p>Today we monitor and define product quality by measuring
defects levels in different ways. This will still be needed but must
be complemented by UX quality measurements. The product
quality definition needs to be increased and widened to include
measurements from the UX area and new quality criteria need to
be accounted for with actually higher priority than previous
subquality criteria. More organizational effort should be spent on
developing Metrics and KPI’s for monitoring and securing UX
product quality.</p>
      <p>When we decide to prioritize UX in products a new development
approach is needed as well, this to ensure that the intended UX
appears in products at the market. On a high level there needs to
be a cultural shift into a more UX oriented and UX driven
mentality within the whole product development organization.
On an organizational level UX quality assurance needs to be
established by recognizing and given authority to UX expertise
that can secure the total UX product quality in all levels of
development. In this paper we suggest UX “guardians”, see figure
4 below, for policing the UX throughout the product
development.
In order to introduce this approach a cultural widening or
increased knowledge among existing SWD roles of e.g. Project
managers and Product Managers is needed in order to break the
traditional cultural views of monitoring and planning project
deliveries. We think it is possible and the suggested approach can
be well integrated in traditional SWD processes, but emphasis the
need for other competences and milestones than present today e.g.
project Managers, UX experts, market experts &amp; Product
Managers and technical expertise have to cooperate to a much
larger extent than in most large companies in mobile industry
today.</p>
    </sec>
    <sec id="sec-8">
      <title>9. ACKNOWLEDGEMENT</title>
      <p>We wish to thank Gary Denman from UIQ Technology AB for
providing valuable support and insights. This work was partly
funded by Vinnova (a Swedish Governmental Agency for
Innovation Systems) under a research grant for the project
WeBIS [5].</p>
      <p>WeBiS, http://www.webis.se</p>
    </sec>
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