Towards a UX Strategy for GNOME (Part 4)


This post is part of my blog series on GNOME UX strategy. The other parts in the series covered background research and analysis for the strategy, then outlined some high-level goals and principles, followed by an outline of recent design work which fits within the strategy. This can all be thought of as answering “what” and “why” questions: what should GNOME be doing, and why?
In this, the final post in the series, I’m turning to the question of “how”: how can the GNOME project can deliver all this? For me, this how question is just as important as the what and the why. Having an effective strategy means nothing if we can’t successfully deliver it.
This post is primarily about design and development process. I’m going to draw on my experiences working on the GNOME project, as well as methodologies from the wider software industry, and recent experiments that have taken place in the GNOME project. Agile is clearly present, but it’s just one element, and has necessarily been adapted to an upstream, open source context.
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