Description: User Stories Applied by Mike Cohn Aims to offer a requirements process that saves time, eliminates rework, and leads directly to better software. This work includes end-of-chapter practice questions and exercises, and is useful for software developers, testers, analysts, and managers working with Extreme Programming, Scrum, or any other agile methodology. FORMAT Paperback LANGUAGE English CONDITION Brand New Publisher Description The concept of user stories has its roots as one of the main tenets of Extreme Programming. In simple terms, user stories represent an effective means of gathering requirements from the customer (roughly akin to use cases). This book describes user stories and demonstrates how they can be used to properly plan, manage, and test software development projects. The book highlights both successful and unsuccessful implementations of the concept, and provides sets of questions and exercises that drive home its main points. After absorbing the lessons in this book, readers will be able to introduce user stories in their organizations as an effective means of determining precisely what is required of a software application. Notes The concept of user stories has its roots as one of the main tenets of Extreme Programming. In simple terms, user stories represent an effective means of gathering requirements from the customer (roughly akin to use cases). This book describes user stories and demonstrates how they can be used to properly plan, manage, and test software development projects. The book highlights both successful and unsuccessful implementations of the concept, and provides sets of questions and exercises that drive home its main points. After absorbing the lessons in this book, readers will be able to introduce user stories in their organizations as an effective means of determining precisely what is required of a software application. Back Cover Agile requirements: discovering what your users really want. With this book, you will learn to: Flexible, quick and practical requirements that work Save time and develop better software that meets users needs Gathering user stories -- even when you cant talk to users How user stories work, and how they differ from use cases, scenarios, and traditional requirements Leveraging user stories as part of planning, scheduling, estimating, and testing Ideal for Extreme Programming, Scrum, or any other agile methodology ---------------------------------------------------------------------------------------------------------- Thoroughly reviewed and eagerly anticipated by the agile community, User Stories Applied offers a requirements process that saves time, eliminates rework, and leads directly to better software. The best way to build software that meets users needs is to begin with "user stories": simple, clear, brief descriptions of functionality that will be valuable to real users. In User Stories Applied , Mike Cohn provides you with a front-to-back blueprint for writing these user stories and weaving them into your development lifecycle. Youll learn what makes a great user story, and what makes a bad one. Youll discover practical ways to gather user stories, even when you cant speak with your users. Then, once youve compiled your user stories, Cohn shows how to organize them, prioritize them, and use them for planning, management, and testing. User role modeling: understanding what users have in common, and where they differ Gathering stories: user interviewing, questionnaires, observation, and workshops Working with managers, trainers, salespeople and other "proxies" Writing user stories for acceptance testing Using stories to prioritize, set schedules, and estimate release costs Includes end-of-chapter practice questions and exercises User Stories Applied will be invaluable to every software developer, tester, analyst, and manager working with any agile method: XP, Scrum... or even your own home-grown approach. ADDISON-WESLEY PROFESSIONAL Boston, MA 02116 ISBN: 0-321-20568-5 Author Biography Mike Cohn is the founder of Mountain Goat Software, a process and project management consultancy and training firm. With more than twenty years of experience, Mike has been a technology executive in companies ranging from start-ups to Fortune 40s, and is a founding member of the Agile Alliance. He frequently contributes to industry-related magazines and presents regularly at conferences. He is the author of User Stories Applied (Addison-Wesley, 2004). Table of Contents Foreword. Acknowledgments. Introduction. I: GETTING STARTED. 1: An Overview. What Is a User Story? Where Are the Details? "How Long Does It Have to Be?" The Customer Team. What Will the Process Be Like? Planning Releases and Iterations. What Are Acceptance Tests? Why Change? Summary. Questions. 2: Writing Stories. Independent. Negotiable. Valuable to Purchasers or Users. Estimatable. Small. Testable. Summary. Developer Responsibilities. Customer Responsibilities. Questions. 3: User Role Modeling. User Roles. Role Modeling Steps. Two Additional Techniques. What If I Have On-Site Users? Summary. Developer Responsibilities. Customer Responsibilities. Questions. 4: Gathering Stories. Elicitation and Capture Should Be Illicit. A Little Is Enough, or Is It? Techniques. User Interviews. Questionnaires. Observation. Story-Writing Workshops. Summary. Developer Responsibilities. Customer Responsibilities. Questions. 5: Working with User Proxies. The Users Manager. A Development Manager. Salespersons. Domain Experts. The Marketing Group. Former Users. Customers. Trainers and Technical Support. Business or Systems Analysts. What Promotional The concept of user stories has its roots as one of the main tenets of Extreme Programming. In simple terms, user stories represent an effective means of gathering requirements from the customer (roughly akin to use cases). This book describes user stories and demonstrates how they can be used to properly plan, manage, and test software development projects. The book highlights both successful and unsuccessful implementations of the concept, and provides sets of questions and exercises that drive home its main points. After absorbing the lessons in this book, readers will be able to introduce user stories in their organizations as an effective means of determining precisely what is required of a software application. Long Description Thoroughly reviewed and eagerly anticipated by the agile community, User Stories Applied offers a requirements process that saves time, eliminates rework, and leads directly to better software. The best way to build software that meets users needs is to begin with "user stories": simple, clear, brief descriptions of functionality that will be valuable to real users. In User Stories Applied , Mike Cohn provides you with a front-to-back blueprint for writing these user stories and weaving them into your development lifecycle. Youll learn what makes a great user story, and what makes a bad one. Youll discover practical ways to gather user stories, even when you cant speak with your users. Then, once youve compiled your user stories, Cohn shows how to organize them, prioritize them, and use them for planning, management, and testing. User role modeling: understanding what users have in common, and where they differ Gathering stories: user interviewing, questionnaires, observation, and workshops Working with managers, trainers, salespeople and other "proxies" Writing user stories for acceptance testing Using stories to prioritize, set schedules, and estimate release costs Includes end-of-chapter practice questions and exercises User Stories Applied will be invaluable to every software developer, tester, analyst, and manager working with any agile method: XP, Scrum... or even your own home-grown approach. Feature Learn to build robust software that more closely meets the customers needs through applying the concept of user stories. Description for Sales People The concept of user stories has its roots as one of the main tenets of Extreme Programming. In simple terms, user stories represent an effective means of gathering requirements from the customer (roughly akin to use cases). This book describes user stories and demonstrates how they can be used to properly plan, manage, and test software development projects. The book highlights both successful and unsuccessful implementations of the concept, and provides sets of questions and exercises that drive home its main points. After absorbing the lessons in this book, readers will be able to introduce user stories in their organizations as an effective means of determining precisely what is required of a software application. Introduction or Preface I felt guilty throughout much of the mid-1990s. I was working for a company that was acquiring about one new company each year. Every time wed buy a new company I would be assigned to run their software development group. And each of the acquired development groups came with glorious, beautiful, lengthy requirements documents. I inevitably felt guilty that my own groups were not producing such beautiful requirements specifications. Yet, my groups were consistently far more successful at producing software than were the groups we were acquiring. I knew that what we were doing worked. Yet I had this nagging feeling that if wed write big, lengthy requirements documents we could be even more successful. After all, that was what was being written in the books and articles I was reading at the time. If the successful software development teams were writing glorious requirements documents then it seemed like we should do the same. But, we never had the time. Our projects were always too important and were needed too soon for us to delay them at the start. Because we never had the time to write a beautiful, lengthy requirements document, we settled on a way of working in which we would talk with our users. Rather than writing things down, passing them back and forth, and negotiating while the clock ran out, we talked. Wed draw screen samples on paper, sometimes wed prototype, often wed code a little and then show the intended users what wed coded. At least once a month wed grab a representative set of users and show them exactly what had been coded. By staying close to our users and by showing them progress in small pieces, we had found a way to be successful without the beautiful requirements documents. Still, I felt guilty that we werent doing things the way I thought we were supposed to. In 1999 Kent Becks revolutionary little book, Extreme Programming Explained: Embrace Change, was released. Overnight all of my guilt went away. Here was someone saying it was OK for developers and customers to talk rather than write, negotiate, and then write some more. Kent clarified a lot of things and gave me many new ways of working. But, most importantly, he justified what Id learned from my own experience. Extensive upfront requirements gathering and documentation can kill a project in many ways. One of the most common is when the requirements document itself becomes a goal. A requirements document should be written only when it helps achieve the real goal of delivering some software. A second way that extensive upfront requirements gathering and documentation can kill a project is through the inaccuracies of written language. I remember many years ago being told a story about a child at bath time. The childs father has filled the bath tub and is helping his child into the water. The young child, probably two or three years old, dips a toe in the water, quickly removes it, and tells her father "make it warmer." The father puts his hand into the water and is surprised to find that, rather than too cold, the water is already warmer than what his daughter is used to. After thinking about his childs request for a moment, the father realizes they are miscommunicating and are using the same words to mean different things. The childs request to "make it warmer" is interpreted by any adult to be the same as "increase the temperature." To the child, however, "make it warmer" meant "make it closer to the temperature I call warm." Words, especially when written, are a very thin medium through which to express requirements for something as complex as software. With their ability to be misinterpreted we need to replace written words with frequent conversations between developers, customers, and users. User stories provide us with a way of having just enough written down that we dont forget and that we can estimate and plan while also encouraging this time of communication. By the time youve finished the first part of this book you will be ready to begin the shift away from rigorously writing down every last requirement detail. By the time youve finished the book you will know everything necessary to implement a story-driven process in your environment. This book is organized in four parts and two appendices. Part I: Getting Started -A description of everything you need to know to get started writing stories today. One of the goals of user stories is to get people talking rather than writing. It is the goal of Part I to get you talking as soon as possible. The first chapter provides an overview of what a user story is and how youll use stories. The next chapters in Part I provide additional detail on writing user stories, gathering stories through user role modeling, writing stories when you dont have access to real end users, and testing user stories. Part I concludes with a chapter providing guidelines that will improve your user stories. Part II: Estimating and Planning- Equipped with a collection of user stories, one of the first things we often need to answer is "How long will it take to develop?" The chapters of Part II cover how to estimate stories in story points, how to plan a release over a three- to six-month time horizon, how to plan an ensuing iteration in more detail, and, finally, how to measure progress and assess whether the project is progressing as youd like. Part III: Frequently Discussed Topics -Part III starts by describing how stories differ from requirements alternatives such as use cases, software requirements specifications, and interaction design scenarios. The next chapters in Part III look at the unique advantages of user stories, how to tell when something is going wrong, and how to adapt the agile process Scrum to use stories. The final chapter of Part III looks at a variety of smaller issues such as whether to writes stories on paper note cards or in a software system and how to handle nonfunctional requirements. Part IV: An Example -An extended example intended to help bring everything together. If were to make the claim that developers can best understand users needs through stories then it is important to conclude this book with an extended story showing all aspects of user stories brought together in one example. Part V: Appendices -User stories originate in Extreme Programming. You do not need to be familiar with Extreme Programming in order to read this book. However, a brief introduction to Extreme Programming is provided in Appendix A. Appendix B contains answers to the questions that conclude the chapters. Details ISBN0321205685 Author Mike Cohn Short Title USER STORIES APPLIED Language English ISBN-10 0321205685 ISBN-13 9780321205681 Media Book Format Paperback DEWEY 005.1 Illustrations Yes Year 2004 Imprint Addison-Wesley Educational Publishers Inc Subtitle For Agile Software Development Place of Publication New Jersey Country of Publication United States Residence ID, US Birth 1962 Edition 1 Pack Parent 9314994248203 DOI 10.1604/9780321205681 AU Release Date 2004-03-18 NZ Release Date 2004-03-18 US Release Date 2004-03-18 UK Release Date 2004-03-18 Pages 304 Publisher Pearson Education (US) Series Addison-Wesley Signature Series (Beck) Publication Date 2004-03-18 Audience Tertiary & Higher Education We've got this At The Nile, if you're looking for it, we've got it. With fast shipping, low prices, friendly service and well over a million items - you're bound to find what you want, at a price you'll love! TheNile_Item_ID:161633737;
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ISBN-13: 9780321205681
Book Title: User Stories Applied
Author: Mike Cohn
Publication Name: User Stories Applied: for Agile Software Development
Format: Paperback
Language: English
Publisher: Pearson Education (Us)
Subject: Computer Science
Publication Year: 2004
Type: Textbook
Number of Pages: 304 Pages