Agile Requirements Introducing User Stories. Key Principles for Agile Requirements Active user involvement is imperative Agile teams must be empowered.

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Presentation transcript:

Agile Requirements Introducing User Stories

Key Principles for Agile Requirements Active user involvement is imperative Agile teams must be empowered to make decisions Requirements emerge and evolve as software is developed Agile requirements are ‘barely sufficient’ Requirements are developed in small, bite-sized pieces Enough’s enough – apply the 80/20 rule Cooperation, collaboration and communication between all team members is essential

Requirements are a Communication Problem Written requirements – can be well thought through, reviewed and edited – provide a permanent record – are more easily share with groups of people – time consuming to produce – may be less relevant or superseded over time – can be easily misinterpreted Verbal requirements – instantaneous feedback and clarification – information-packed exchange – easier to clarify and gain common understanding – more easily adapted to any new information known at the time – can spark ideas about problems and opportunities – [RB] Are there any negatives?

Two Sets of Heuristic Guidelines for Good Requirements [RB] INVEST I ­ Independent N ­ Negotiable V ­ Valuable E ­ Estimable S ­ Small T ­ Testable SMART S ­ Specific M ­ Measurable A ­ Achievable R ­ Relevant T ­ Time­boxed

User Stories seek to combine the strengths of written and verbal communication, where possible supported by a picture.

What is a User Story? A concise, written description of a piece of functionality that will be valuable to a user (or owner) of the software.

User Story Cards have 3 parts 1.Card - A written description of the user story for planning purposes and as a reminder 2.Conversation - A section for capturing further information about the user story and details of any conversations 3.Confirmation - A section to convey what tests will be carried out to confirm the user story is complete and working as expected

User Story Description As a [user role] I want to [goal] so I can [reason] For example: As a Sales Associate I want to publish a new case study relevant to my existing clients so that I can promote a new product I am offering.

[RB] How do user story descriptions compare to use case titles? As a seller I want to post an item for sale so I can auction it to the highest bidder Vs. Post an item for sale – Primary actor: Seller Aren’t they essentially the same, except that the goals are often implicit in use case titles? How does the elaboration into full-blown requirements differ?

User Story Description Who (user role) What (goal) Why (reason) – gives clarity as to why a feature is useful – can influence how a feature should function – can give you ideas for other useful features that support the user's goals

User Story Example: Front of Card

User Story Example: Back of Card

How detailed should a User Story be? Detailed enough. Detailed enough for the team to work from, and further details to be established and clarified at the time of development.

User Stories Summary User Stories combine written and verbal communications, supported with a picture where possible. User Stories should describe features that are of value to the user, written in a user’s language. User Stories detail just enough information and no more. Details are deferred and captured through collaboration just in time for development. Test cases should be written before development, when the User Story is written. User Stories need to be the right size for planning.

[RB] You ain’t gonna need it How does the YAGNI philosophy of agile development (especially XP) relate to the requirements process? In what ways is this a good idea? In what ways is it a bad one?