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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 ChapterDOI
TL;DR: The proposed approach considers, as it does in much traditional software approaches, three different levels of abstraction (conceptual, logical and physical).
Abstract: Web-based Information System (WIS) engineering is more complex than traditional Information System (IS) engineering in that it raises many new issues such as presentation issues, user profiling, navigation support etc...This paper presents a method - a set of product models along with process models for the development of WIS.This method adds the dimension of user modeling and customization to Web engineering. By capturing the user profiles, the designer is able to define user categories and to tune the presentation of the WIS content according to the specificity of the user. Besides, by capturing the user goals, he is able to define guidelines for navigating in the Hyperspace in order to optimize the satisfaction of the user needs.Finally, the proposed approach considers, as it does in much traditional software approaches, three different levels of abstraction (conceptual, logical and physical). It also clearly separates the management of potential users data, content design, navigational design and interface design. Such separation of concerns facilitates many maintenance tasks and leads to a higher degree of independence and flexibility.

22 citations

Book ChapterDOI
18 Jun 2007
TL;DR: This descriptive case study is about the dynamics of a software engineering team using executable acceptance test-driven development in a real world project and the observed consensus among multiple stakeholders speaks of the effectiveness of the practice in the given context.
Abstract: This descriptive case study is about the dynamics of a software engineering team using executable acceptance test-driven development in a real world project. The experiences of a customer, a developer, and a tester were discussed. The observed consensus among multiple stakeholders speaks of the effectiveness of the practice in the given context.

22 citations

Journal ArticleDOI
TL;DR: A Bayesian network was built based on the proposed model that considers the complexity and importance of a user story that achieves a greater degree of correlation with the estimation from professionals than students, which means that the model includes factors considered in real world application.
Abstract: Planning Poker is a complexity estimation technique for user stories through cards. This technique offers many advantages; however, it is not efficient enough as estimations are based on experts criteria, which is fuzzy regarding what factors are considered for estimation. This paper proposes a knowledge model to determine two of the most important aspects of estimation, the complexity, and importance of user stories based on Planning Poker in Scrum context. The goal of this work is to model the complex nature of user story estimation to facilitate this task to novice developers. A Bayesian network was built based on the proposed model that considers the complexity and importance of a user story. Students and professionals submitted their estimates to correlation tests to validate the applicability of the proposed model. Based on the results, the proposed model achieves a greater degree of correlation with the estimation from professionals than students, which means that the model includes factors considered in real world application. This proposal could be useful for guiding novice developers to evaluate the complexity and importance of user stories through questions. Students could use the proposal to estimate rather than the traditional Planning Poker.

22 citations

Book ChapterDOI
19 Mar 2018
TL;DR: This paper presents the result of a double exercise aimed to evaluate how well novice and experienced modelers were able to build a RT out of an existing US set, and highlights the encountered difficulties that the lambda modeler faces when building a RT with basic support.
Abstract: [Context and Motivation] User Stories (US) are often used as requirement representation artifacts within agile projects. Within US sets, the nature, granularity and inter-dependencies of the elements constituting each US is not or poorly represented. To deal with these drawbacks, previous research allowed to build a unified model for tagging the elements of the WHO, WHAT and WHY dimensions of a US; each tag representing a concept with an inherent nature and defined granularity. Once tagged, the US elements can be graphically represented with an icon and the modeler can define the inter-dependencies between the elements to build one or more so-called Rationale Trees (RT). [Question/Problem] RT and their benefits have been illustrated on case studies but the ability to easily build a RT in a genuine case for software modelers not familiar with the concepts needs to be evaluated. [Principal ideas/results] This paper presents the result of a double exercise aimed to evaluate how well novice and experienced modelers were able to build a RT out of an existing US set. The experiment explicitly forces the test subjects to attribute a concept to US elements and to link these together. [Contribution] On the basis of the conducted experiment, we highlight the encountered difficulties that the lambda modeler faces when building a RT with basic support. Overall, the test subjects have produced models of satisfying quality. Also, we highlight these necessary conditions that need to be provided to the lambda modeler to build a consistent RT.

22 citations

MonographDOI
09 Aug 2019
TL;DR: This book is an in-depth introduction to software engineering that uses a systematic, universal kernel to teach the essential elements of all software engineering methods to create one way of working that matches the particular situation and needs.
Abstract: The first course in software engineering is the most critical. Education must start from an understanding of the heart of software development, from familiar ground that is common to all software development endeavors. This book is an in-depth introduction to software engineering that uses a systematic, universal kernel to teach the essential elements of all software engineering methods. This kernel, Essence, is a vocabulary for defining methods and practices. Essence was envisioned and originally created by Ivar Jacobson and his colleagues, developed by Software Engineering Method and Theory (SEMAT) and approved by The Object Management Group (OMG) as a standard in 2014. Essence is a practiceindependent framework for thinking and reasoning about the practices we have and the practices we need. Essence establishes a shared and standard understanding of what is at the heart of software development. Essence is agnostic to any particular method, lifecycle independent, programming language independent, concise, scalable, extensible, and formally specified. Essence frees the practices from their method prisons. The first part of the book describes Essence, the essential elements to work with, the essential things to do and the essential competencies you need when developing software. The other three parts describe more and more advanced use cases of Essence. Using real but manageable examples, it covers the fundamentals of Essence and the innovative use of serious games to support software engineering. It also explains how current practices such as user stories, use cases, Scrum, and microservices can be described using Essence, and illustrates how their activities can be represented using the Essence notions of cards and checklists. The fourth part of the book offers a vision how Essence can be scaled to support large, complex systems engineering. Essence is supported by an ecosystem developed and maintained by a community of experienced people worldwide. From this ecosystem, professors and students can select what they need and create their own way of working, thus learning how to create ONE way of working that matches the particular situation and needs.

22 citations


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