User story
…{{{context}}}
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{{{wish full}}}
- The cost of a story includes providing the capability and maintaining a healthy codebase for future work.
- If you can't write a user story in a tweet, it's too big.
Ask, “What can I get by …?” rather than “When is it going to be done?” The first opens up a world of options, the second will constrict you into a commitment (and death walk). —Troy Magennis.
Therefore:
Use the story splitter to make all user stories similar-sized items.
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Story Template
In order to | safely buy some ice cream and quench my thirst value, benefit, outcome & behavioral change |
when | I am in the city situation, context |
as a | relaxed, first time tourist here, (qualified) role |
I want to | withdraw cash feature as verb sentence; potential entry in user manual |
unlike | carrying a thick wallet loaded with cash, prone to theft, making me worried. contrast with current solution |
Different from the “As a role I want to function so that I value.”
Use a formal specification language
Leslie Lamport on Distributed Systems and Precise Thinking:
- The benefit of using [a formal specification language] is that it teaches you to think rigorously, to think precisely, and the important point is the precise thinking. So what you need to avoid at all costs is any language that's all syntax and no semantics.
Story
Legend
color | meaning |
---|---|
black | To be implemented in the current variant of the user story. |
red | Issues that must be researched and resolved before you can start with implementation. |
grey | Items that will not be implemented in the current variant of the user story (out of scope). |
Verb-sentences, please
When composing the title of a user story, use verb-sentences and active language. The verbs are the actions and activities users can do with your product. The nouns are the objects or parts that make up your product.
For example:
- To send a message.
- To delete a message.
- To close a partnership.
- To view a product’s location. (relationship between product and location)
Context
Describe the context or situation in which this story shows its value at best.
Gist
Describe the essence, the ‘gist’ of the user story in its context.
Gojko Adzic pro tip: “In order to…” should ideally be a behavioral change, not just a behaviour, so it's observable and measurable.
Ready to Build
Describe the user’s adventure as a narrative, a story, until everyone can back brief the story crystal clear, lucid way. In short, make sure the user story is ready to build.
Issues
Issues that need to be resolved before the user story can be declared ready to build. Color open issues red. Color them black when resolved. For example:
- How many daily withdrawals are allowed?
- What is the maximum amount someone can withdraw and on what does it depend?
- Maximum daily withdrawal amount is minimum(account balance, credit limit, cash in ATM).
- Offer a loan when the withdrawal amount exceeds the account balance.
To do
Describe what needs to be done to get (a path through) the story ready to build, especially to split them into similar-sized items. Consider using gherkin as a formal language to do so. Remember, the goal of a story is to have a good conversation
Seeing is believing
Tersely describe in steps how the path through the user story will be demonstrated. Pay special attention to edge cases. Steps in grey are excluded from the current revision of the story, and are used to illustrate what the complete story looks like.
Design
Describe the conceptual technical design of the story. Include any diagrams that clarify its implementation direction.
Acceptance
When appropriate, use specification by example and behavior-driven development in conduction with #Seeing is believing to obtain crystal clear acceptance criteria.
- See #Seeing is believing.
Scope
Explicitly specify what is in scope, and especially what is out of scope for this revision of the story.
- See #Seeing is believing.
In scope
- To be discussed.
Out scope
- To be discussed.
Decisions
List any decisions and their rationale.
- To be discussed.
Assumptions
List any assumptions on which the story, its design and decisions is based.
- To be discussed.
Junk items
Junk can be items that are added while in a hurry. The need to be rewritten as good stories later to get them ready to build, but were initially just tossed into the bin so to remember. Others are things like “Upgrade Linux server” that could be rewritten as a story, but there is little benefit to do that. Also, items like that tend to be well understood and are often short-lived.
A little bit of junk on your wishlist is totally fine, especially when it won’t be there long.
User out of sight
Sometimes, the functionality being described starts to get a little too distant from real users and writing user stories when real users are nowhere to be found feels artificial or even silly.
Borrowing from feature driven development, you can write these stories remote from real users in this format:
- action the result [by|for|of|to] object
For example:
- Estimate the closing price of stock
- Generate a unique identifier for a transaction
- Change the text displayed on a kiosk
- Merge the data for duplicate transactions
All verb-based sentences with at least one noun. Each noun represents an object in your system. Multiple nouns in a single sentence indicate a relationship between the objects.
This can be a particularly good syntax when developing something like an Application Programming Interface (API) and object-oriented systems. It works equally well on other types of back-end functionality.
FDD
Also, check out feature driven development. It also uses verb-sentences and is well suited for object oriented development. See e-mail on June 2, 2015, from Mike Cohn, titled “Not Everything Needs to Be a User Story: Using FDD Features”.
Sources
- http://martinfowler.com/bliki/ConversationalStories.html
- Better Projects » Craig Brown » Writing Better User Stories
- Dan North & Associates » Dan North » What’s in a story?
- The Common Craft Blog » Lee LeFever » Why This Bathroom Sign Is a Great Explanation
- Mountain Goat Software » Mike Cohn » Advantages of User Stories for Requirements
- Boost » User stories: a beginner’s guide
- Stellman-Greene » Andrew Stellman » Requirements 101: User Stories vs. Use Cases
- Seth’s Blog » Seth Godin » The magic of a spec, about the level of spec required.
- HBR » Juan Pablo Vazquez Sampere » Generating Data on What Customers Really Want, about capturing a day in the life which in turn can be used to generate a whole bunch of user stories to fill a story map.
- Mountain Goat Software » Mike Cohn » 4 Reasons to Include Developers in Story Writing
- Alan Klement » Alan Klement » Focus On Causality, Skip Personas
- Alan Klement » Alan Klement » Replacing The User Story With The Job Story
- Alan Klement » Alan Klement » 5 Tips For Writing A Job Story
- Intercom » Paul Adams » The Dribbblisation Of Design
- InfoQ » Savita Pahuja » Empirical Measurement of Cycle Time by Slicing Heuristic
- Crisp » David Evans, Gojko Adzic » “As a, I want, So that” Considered Harmful, using more effective ways to capture a story.
- InfoQ » Sergio De Simone » Leslie Lamport on Distributed Systems and Precise Thinking, using formal language for requirements and coding.
- Faceless
- Martin Fowler
- @allenholub
- Agile
- Lean
- Scrum
- Product
- Pearl
- Sparkle
- Leslie Lamport
- Gojko Adzic
- Story
- Better Projects
- Craig Brown
- Dan North & Associates
- Dan North
- The Common Craft Blog
- Lee LeFever
- Mountain Goat Software
- Mike Cohn
- Boost
- Stellman-Greene
- Andrew Stellman
- Seth’s Blog
- Seth Godin
- HBR
- Juan Pablo Vazquez Sampere
- Alan Klement
- Intercom
- Paul Adams
- InfoQ
- Savita Pahuja
- Crisp
- David Evans
- Sergio De Simone