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User story

About: User story is a research topic. Over the lifetime, 1078 publications have been published within this topic receiving 23717 citations.


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Book
25 Sep 2010
TL;DR: The Agile Samurai slices away the fluff and theory that make other books less-than-agile and gives you the insight and foundation necessary to become a valuable agile team member.
Abstract: Get ready to kick some software project butt. By learning the ways of the agile samurai you will discover: * how to create plans and schedules your customer and your team can believe in what characteristics make a good agile team and how to form your own how to gather requirements in a fraction of the time using agile user stories what to do when you discover your schedule is wrong, and how to look like a pro correcting it how to execute fiercely by leveraging the power of agile software engineering practices By the end of this book you will know everything you need to set up, execute, and successfully deliver agile projects, and have fun along the way. If you're a project lead, this book gives you the tools to set up and lead your agile project from start to finish. If you are an analyst, programmer, tester, usability designer, or project manager, this book gives you the insight and foundation necessary to become a valuable agile team member.The Agile Samurai slices away the fluff and theory that make other books less-than-agile. It's packed with best practices, war stories, plenty of humor and hands-on tutorial exercises that will get you doing the right things, the right way.This book will make a difference.

31 citations

Book ChapterDOI
22 Sep 2008
TL;DR: The results of a pilot study on the application of an agile process to building a high-integrity software system are described and potential solutions for dealing with issues of communication, scalability, and system complexity are proposed.
Abstract: We describe the results of a pilot study on the application of an agile process to building a high-integrity software system. The challenges in applying an agile process in this domain are outlined, and potential solutions for dealing with issues of communication, scalability, and system complexity are proposed. We report on the safety process, argumentation generated to support the process, and the technology and tools used to strengthen the agile process in terms of support for verification and validation.

31 citations

Proceedings ArticleDOI
16 May 2015
TL;DR: It is found that students over time learned to better self-select tasks with less inter-team dependencies, to communicate more, and to work better in teams, suggesting that Scrum helps alleviate many GSE problems.
Abstract: We describe an experience in teaching global software engineering (GSE) using distributed Scrum augmented with industrial best practices. Our unique instructional technique had students work in both same-site and cross-site teams to contrast the two modes of working. The course was a collaboration between Aalto University, Finland and University of Victoria, Canada. Fifteen Canadian and eight Finnish students worked on a single large project, divided into four teams, working on interdependent user stories as negotiated with the industrial product owner located in Finland. Half way through the course, we changed the teams so each student worked in both a local and a distributed team. We studied student learning using a mixed-method approach including 14 post-course interviews, pre-course and Sprint questionnaires, observations, meeting recordings, and repository data from git and Flow dock, the primary communication tool. Our results show no significant differences between working in distributed vs. Non-distributed teams, suggesting that Scrum helps alleviate many GSE problems. Our post-course interviews and survey data allows us to explain this effect, we found that students over time learned to better self-select tasks with less inter-team dependencies, to communicate more, and to work better in teams.

30 citations

Book ChapterDOI
17 Jul 2016
TL;DR: A grammar for stories of interaction called UserX Story is presented, in order to remedy the difficulties encountered by teams to insert UX aspects and usability requirements in the first steps of software conception.
Abstract: In the last decade, many strategies have been employed successfully to incorporate User Experience UX practices into agile development in order to increase user satisfaction with the product. In this paper, we present a grammar for stories of interaction called UserX Story, in order to remedy the difficulties encountered by teams to insert UX aspects and usability requirements in the first steps of software conception. An action research approach was applied to carry out the research within the industry, allowing us to work closely with the agile teams. The research cycle was split in three steps. In the first step, we carried out a technical literature survey, aiming to investigate the use of user stories in the agile methodologies, and additionally, an ethnographic study also was carried out in order to understand how the traditional user stories were being developed by product owners. In the second step, we proposed together with both teams - UX and agile - a grammar to UserX Story incorporating two concepts of UX: personas and Nielsen's heuristics. In the third step, six product owners were invited to implement the UserX Stories in real projects. After that, we interviewed the participants aiming to collect their experiences with the implementation of UserX Stories. Thus, we have found out that most of the agile teams approved the use of the stories incorporating UX aspects.

30 citations

Journal ArticleDOI
TL;DR: EXtreme Programming is a software development method that views people, rather than paper, as a project's most potent element and facilitates this by identifying the parties in the conversation and arming them with the clear knowledge of what they are responsible for communicating to others.
Abstract: To those who are unfamiliar with the method, eXtreme Programming might conjure up visions of programmers madly hacking away without concern for analysis, architecture, design, or consequences. Indeed, people have frequently made such accusations. Yet such claims are not only baseless, they are diametrically opposed to what XP is all about. XP is the brainchild of K. Beck (2000). It is a software development method that views people, rather than paper, as a project's most potent element. Its primary motive is to start a dialog between the people involved in a project (customers and programmers). It facilitates this by identifying the parties in the conversation and arming them with the clear knowledge of what they are responsible for communicating to others.

30 citations


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Performance
Metrics
No. of papers in the topic in previous years
YearPapers
202334
202259
202157
202084
201991
201875