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Writing Effective User Stories

User Stories

Guidelines

User Stories should adhere to the following guidelines.

Independent

  • Dependencies between stories lead to prioritisation and planning problems.
  • Split one story into many or combine more stories into one.
  • Higher priority stories should never have lower priority dependencies.

Negotiable

  • Add one/two line sentence with notes. Notes should qualify, but not have too much information.
  • The story is a promise for a conversation.
  • A story card with too much detail, might lead the developers to believe that ALL information is concrete and all detail correct. This can lead to error in weighting.
  • Details that have been determined in conversation becomes tests.

Valuable to purchasers or users

  • Avoid stories that are relevant to developers eg. All connections to the database are through a connection pool vs. Up to fifty users should be able to use the application with a five-user database license.
  • It is worth attempting to keep user interface assumptions out of stories.
  • It is also worth keeping technology assumptions out of stories.
  • The best way to ensure that each story is valuable to the customer or users is to have the customer write the stories. (Ask the question: ”What is the value that the client will see when he reads the story”).

Estimable

Reasons why a story may not be estimable

  1. Developers’ lack of domain knowledge.
  2. Developers’ lack of technical knowledge. Use a Spike (brief experiment to learn about an area of the application) to obtain relevant domain knowledge.
  3. The story is too big.

Small

  • The ultimate determination of whether a story is appropriately sized is based on the team, its capabilities, and the technologies in use.
  • Compound stories can be split into smaller stories.
  • Complex stories can be split into research (spike) and implementation. Best practise will be to do one in one iteration and the other, in the next.
  • Smaller stories can be combined to form a bigger story that can be estimated.

Testable

  • Untestable stories commonly show up for non-functional requirements, which are requirements.
  • About the software but not directly about its functionality eg. A user must find the software easy to use.
  • Strive for 99% automation.

Writing the Stories

Some guidelines that might help you.

General Syntax

A few of many…

Convention 1

As a (role the author represents)
I/we (can) (do or have something with these qualities)
to achieve (my goal or objective)

Convention 2

As a (role),
I can (do or have something with measurable qualities)
to (achieve a business goal)

Convention 3

To (achieve a business goal),
(roles) can (do or have something with measurable qualities).

Use active voice.
A Story should be limited to one or two brief sentences.

Rules

Some rules that a story can be tested against.

Keep the user story simple

  • State one thing (single thought)
  • No IF, AND (if it creates compound sentence) or BUT
  • Prevent limiting phrases (unless or except)

Emphasise WHAT should be done and not HOW it should be done

  • No preconceived solutions
  • Business result NOT technology
  • Destination NOT Journey

Effective user stories are relevant to the project

  • Stories that are relevant to the project in that it falls within the charter/scope statement
  • Defines business need or want
  • Has a short tail – No cascading changes

Remove ambiguity

  • Try to misunderstand the story
  • Desk checking – Re-evaluate story at different time and location
  • Ask someone to rewrite NOT using any of your words (nouns, verbs, adjectives, adverbs)
  • Make the story easily understandable
  • Should be unambiguous
  • Clear to all target audiences

Non-functional requirements add value to user stories

  • Measurable from user perspective.
  • System should be user friendly.
  • System should be fast.

References

Thanks to the Mountaingoat and Business Analysis Experts for their insights.

Elrich Faul

As an Agile advocate Scrum master and implementation agent Elrich is passionate about changing the world one team at a time.

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