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Tag: User Stories

Deep Dive Models in Agile: Process Flows Pt 1

This short paper series, “DeepDive Models in Agile,” provides valuable information for the Product Owner community to use additional good practices in their projects.

In each paper in this series, we take one of the most commonly used visual models in agile and explain how to create one and how to use one to help build, groom, or elaborate your agile backlog.

The first in this series is the Process Flow. Other editions in this series will include: Business Data Diagrams, State Tables/State Diagrams, Decision Trees/Decision Tables, Business Objectives Models, and Feature Trees.

What is a Process Flow?

A Process Flow is an RML People model that describes the steps that a user takes to accomplish a goal or finish a task. This model is great for understanding the project’s current and future state processes of the business and understand those processes from the end user’s point of view.
RML Process Flows are created in levels in order to both be able to see the big picture of a process within a system as well as drill down into the details of a single more detailed process. This is in contrast to huge process maps with over 100 steps that try to show it all – but are unreadable! At the highest level, generally called the L1 level, the entire end to end process for an end user in a system is described, usually in 7-10 steps. This level tends to have no swim lanes or decisions to be made, so it is very abstract. See the top row in the example below:

processflow1

From there, each step in the L1 process is broken down into the lower level processes, called L2 and L3 Process Flows. These are the levels that most people are comfortable talking about and eliciting. Each L2 or L3 process should be no more than 20 elements to keep readability, and even then should be divided by swim lanes to create smaller groups within the diagrams. L3 Process Flows are usually optional and are used if the process is large or complex of if there is a need to elicit that lower level of information to create requirements. See the example of an L2 and L3 Process Flow above.

When would I use a Process Flow on an agile project?

Process Flows are usually used for user-facing projects/systems, although their cousin, the System Flow, can be used in virtually the same manner to document system processes and logic.

When on an agile project, the Product Owner (PO) or Business Analyst (BA) will usually elicit the high-level process flow (L1) in a sprint 0 or planning type phase. From there, during that same planning type phase, the L2 processes to be created will be prioritized, and the PO or BA will usually work on the 1-2 highest priority process flows at the L2 level. This is to build the initial backlog.

Once in the developing phase or in the sprints themselves, the PO or BA will look ahead (usually 1-2 sprints ahead) and determine if additional L2 or L3 Process Flows need to be built to either identify new stories for upcoming sprints or elaborate (via L3 processes) those stories already identified.
This can continue until the project ends. Additionally, the PO or BA, when doing their planning for upcoming sprints, may need to update existing L2 or L3 Process Flows with new information that has come to light. In this case, that time should be built in as part of elaborating the stories, and a common set of Process Flows should be kept so that they are up to date!

How do I create a Process Flow?

Process Flows are one of the easier RML models to elicit and create. To elicit the information, the BA or PO should discuss with the users and stakeholder the processes in the system today, who performs them, and when. Users tend to naturally think about the steps they take every day so this is usually a pretty easy model to elicit.

During elicitation sessions, you can bring draft or strawman models, to generate commentary and ideas. You can also start from scratch with a whiteboard, post-it notes, and the users to create the process.

For future state, the PO or BA will generally start with the current state process flows and elicit information from the users/stakeholders on what will change or be different in the future system.

The Process Flow model itself for RML has roughly 7 element types, of which, we’ll only cover 4 or so today. The elements we are not covering here are forks, joins, and events. All of the elements are connected together by lines with arrows that show the direction of the flow.

Step – The step is the most used element, as it contains all the process steps. This is typically a rectangle with short phrases in the form of subject-action-noun phrase (User logs in). These sentences should be kept short to get the point of the step across without understanding every nuance.

Decision – This element is typically shown as a diamond and describes a decision the user must make to move forward in the process. Decisions are most commonly binary (Yes/No), but can be non-binary as long as the options are all mutually exclusive and collectively exhaustive. Every decision diamond needs at least 2 options coming from it to be a decision.

Swimlanes – Swim lanes describe either the user or group of users who performs the steps or the system in which a series of steps or decisions are taking place. The swim lanes for a single process flow should be all of one type (either user or system) to enable easier understanding. Swim lanes are a way to organize the steps in a Process Flow to focus attention and save space by not having to repeat the user or system in each step.

Incoming/Outgoing Elements – Since RML Process Flows are built in levels, every lower level (L2 or L3) Process Flow should have an Incoming and Outgoing element. These elements are the “You are here” for the Process Flow set. They tell you what process step immediately preceded the current process and where the reader will go next.

How do I derive user stories out of Process Flows?

Once the PO or BA has good draft Process Flows to work with, he can start deriving stories out of the Process Flows to build or add to his backlog.

The level of story derived depends on the level of the Process Flow and the complexity of the process. In most cases, each step in an L1 Process Flow becomes at least one Epic user story (too big to fit into a single sprint). Each step in an L2 or L3 Process Flow becomes one or more User Stories for the backlog, and each decision can be as few as 1 user story or as many as 7 user stories. See the examples below.

processflow2

processflow3

Because user stories are written from the user’s point of view and Process Flows are created from the user’s point of view, Process Flows lend themselves very easily to identifying user stories. For example, if the Process Flow step is “User logs into the system,” then the user story is very similar and might look like “As a User, I want to be able to log into the system so that I can access my account information.”

Decisions are a little more confusing because if it is a lower level decision (say in an L3 Process Flow), it might be one story with the decision lines being acceptance criteria. If it is an L2 Process Flow, the decision might lead to a story for each branch of the decision diamond. For this, the PO or BA will have to use her knowledge of the team and the process to decide what is best for slicing up the stories.

Conclusion

Process flows are one of the easiest RML models to derive user stories out of because they are from the user’s point of view and allow the PO or BA to walk through a process systematically and write user stories for each step that needs to be supported.

However, one final point is that these Process Flows don’t need to be perfect or complete to be useful. The PO or BA can draft a process flow, review with users or stakeholders, and derive user stories from an incomplete one. As long as there is traceability between the process steps and the user stories, it is easy to know what to update if the process changes or where the gaps are if new steps are added. Additionally, even team members other than the PO or BA can edit and update the processed if they live in a centralized location.

In the end, these are one the most useful models we find on customer facing agile projects because they are quick to make and update and lend themselves very easily to stories at all levels of the agile requirements hierarchy.

From The Archives: User Stories And Use Cases – Don’t Use Both!

We’re in Orlando for a working session as part of the Core Team building BABOK V3 and over dinner this evening we got to discussing the relationship between user stories and use cases (it wasn’t the only thing we discussed, we are also a social group ;-)).

We noted with concern that there have been a number of recent discussions (client, articles, blogs and general industry) of using both User Stories and Use Cases at the same time in Agile projects. This seems to us (with general agreement around the table) to be both a waste of effort and actively against the Agile philosophy of doing the simplest thing that will work and deferring the detail until just ahead of when the component of the product will be built.

We would like to outline the basic differences, considerations and risks of using this approach. Even it is seems to be a trending topic, we would like to fill the gap in addressing beyond the trend and move towards the practically and risks of using Use Cases on Agile projects.

Differences and Similarities

So what are the differences and similarities between User Stories and Use Cases, and when do we recommend using the different tools?

Use Cases

A Use Case is “an end to end sequence of interactions between an actor and a system that yields a result of observable value to an actor, usually the instigating actor”. Um, so what does that actually mean? Generally a Use Case (the textual description, not the stick figure diagram) is written as a flow or sequence of steps in the format

Actor does something
System does something
Actor does something else
System does something else

A Use Case is made up of one main flow and a number of alternate and/or exception flows some of which can branch back to the main flow.

Now Use Cases are by nature fairly detailed – they describe the steps in an activity and the points in the flow where things can change. To produce a useful (can be given to someone to build from) Use Case you need to define the set of interactions in quite a bit of detail, you need to understand what the business rules are that govern the activity, the options that the actor will have available to them when undertaking the activity, the ways things could go wrong and what bits of information are needed in the flow of interactions. To do this you need to spend quite a bit of time and effort analysing the activity and producing the document. This is BDUF – Big Design Up Front which is the antithesis of Agile.

User Stories

User Stories were originally a reaction to this big up front thinking. When Kent Beck defined eXtreme Programming (XP) he came up with the concept of a User story as a tool to support the iterative and incremental approach which is inherent in all the Agile methods. Mike Cohn went on to write a book which explained what User Stories are and how they are used in Agile projects. In addition to these two, Jeff Patton publicized the technique of Story Mapping to show how User Stories can be used to cover the breadth and depth of functionality needed in a product.

The key to writing good User Stories is to understand that the intent is not to provide the detail early on in a project, but to provide a framework where the detail can be added as it is needed, just enough and just in time. Drawing on the work of Beck, Cohn and Patton and many others the generally accepted approach to producing User Stories and using them to guide the development of the product follows a decomposition approach.

The decomposition comes in the form of a story map. The beginning of a story map is defining the Backbone stories – the key User Activities or Tasks which need to be accomplished to do the work of the product, the large discrete chunks of functionality which need to be delivered to be able to say we have solved the problem. These large chunks are often referred to as Epics (a big story ;-)), they equate to an elementary business process, something that is done in one place, at one time, by one person. Comparing this to Use Cases, this would be the result of the Use Case survey – a list of the discrete elements of the product, goals of the actors.

When building a story map, these Epics are normally laid out in a single row showing the logical sequence and handoffs between the steps in the process. Visually these Epics will be written on a different colour card to t e User Stories which will come later.

wick mar4 2

Image: An Example of a Story Map – Epics in green along the top

Epics can be put in sequential order along the top (if sequence is appropriate, which it normally is).

The next step in the Story Map is to populate the map with the User Stories that fall under the Epics. Each User Story is a small, discrete piece of functionality that has value to some user of the product and is a decomposition of the Epic above. The most common format for writing User Stories is “as a (role) I want (feature or capability) so that (business value to be delivered)” –

  • As an internet banking customer I want to list my account balances so that I can understand my financial position.
  • As an internet banking customer I want to list transactions on an account so that I can check the detail

The three elements are important – knowing who the story is for helps ensure we build a useable product, what the functionality is that is needed and the value which will be derived from having that functionality enable us to make good priority decisions.

Related Article: Technical User Stories: What, When, and How?

Priority based on business value is very important to defining User Stories. Knowing the value from a story enables us to make good decisions about the sequence of work – building the most important business value components first and getting feedback early rather than trying to build everything at once is inherent to Agile.

The User Stories are the orange cards in the image above.

Priority and Sequence Shown in the Map – identify the MVP

One of the benefits obtained by building a Story Map that shows the logical flow of activities (from Epic to Epic along the top) and the discrete elements of those Epics vertically down the page is the ability to clearly see both sequence and priority. Stories that are higher up on the map are more important (needed sooner) than those lower down.

The prioritisation and sequencing approach enable the discovery of the Minimum Viable Product (MVP) – those elements which need to be delivered to provide the opportunity to learn and adapt the product based on feedback from real customers/users. Finding the true essence of the product and getting that into the hands of real customers (probably just a small subset initially but enough to get feedback to validate the assumptions being made in the development of the product).

In a real-world internet banking example, the very first version of the product which was put in production had the ability to log in and to list balances and this version was used by the project team and a small group from within the bank. Having this “walking skeleton” built and put into production validated the architecture of the product, identified a number of unexpected challenges with the deployment process and gave the team feedback about their design philosophy which enabled them to make some significant changes when they were cheap and easy to do.

The Elements of a User Story

In his book, Mike Cohn says that a User Story has three C’s – the Card, the Conversation and the Confirmation. The Card is the initial User Story, written on an index card or PostIt note. This is deliberately short and devoid of detail. The intent is to defer the detail until later in the project, just ahead of when this piece will be delivered. The detail is established through the second C – Conversations. As the project progresses and elements are delivered there will be a number of conversations that result in clarity of understanding about what is actually needed to deliver the value identified in the User Story.

The final C is Confirmation – these are the Acceptance Criteria for the User story – the details which will enable the customers and the technical team to agree that “if this story meets these criteria it is done”. This is the detail which is all too often left out in bad Agile projects (“Tragile”). This detail needs to be agreed to, and it will contain whatever is needed to enable the delivery of this component of the product. The key difference between Agile and other approaches is when we produce this detail. In an Agile project this will be produced collaboratively with the customer representatives just ahead (a couple of hours to a couple of days) of when the piece will be built.

The most common format for these acceptance criteria is the structure of Acceptance Test Driven Development. Each user story will have a number of acceptance criteria and may also have other elements which will help ensure the right thing is built – these could include screen mockups, technical notes, models such as class diagrams and whatever the team needs to enable them to deliver the business value.

Examples (for the list account balances user story)

Given the customer has one credit account and one savings account
When they have logged in successfully
Then the two accounts will be listed in account number order (Account no, Name, Balance, Available Funds)

Given the customer has no accounts
When they have logged in successfully
Then a message indicating that there are no accounts to show will be displayed

Given the customer has twenty one accounts
When they have logged in successfully
Then the first twenty accounts will be listed in account number order
And a Next Page option will be enabled

Given the customer has twenty five accounts
And they have logged in successfully
And they are on the first page of the list
When they activate the Next Page button
Then the list will be cleared
And the list will be populated with the last five accounts
And the Previous Page button will be enabled
And the Next Page button will be enabled

Gojko Adzic’s book Specification By Example provides an excellent reference on how and when to produce acceptance criteria.
Ultimately the Acceptance Criteria will be proven through a set of test cases (ideally automated) which show that the product works as needed to deliver the business value.

Reduce Waste and Be Responsible

Again, the key to reducing waste and rework is to defer this detail until just ahead of when it is needed, rather than trying to clarify it all up front. Things will change over the life of the project and deferring the detail makes it cost-effective to adapt to this change.

However – taking this just-in-time approach is not an excuse for poor architecture or bad design. Early on in the product development it is important to set clear architectural guidelines, design principles and deal with what Philippe Kruchten calls the “Architecturally Significant Non-functional Requirements” – those aspects which will be extremely expensive and difficult to refactor later. Note however that we say “guidelines” and “principles” – don’t try to build the complete architecture up front, allow it to be emergent inside the boundaries of these clear guidelines.

Traceability in User Stories

Hopefully it is clear from this description that User Stories actually have a powerful traceability mechanism built into the design of the technique.

There is a cascading one to many relationship:

  • A Role or Class of User derives value from one or many Epics
  • One Epic could have many User Stories
  • One User Story will eventually have many Acceptance Criteria
  • One Acceptance Criterion will have multiple Test Cases which prove it is working as expected

This traceability is enacted through the “so that” component of the user story, which ensures that every piece which is implemented has a direct relationship to the business value to be derived from that component/capability.

Timing Makes the Difference

The key is the timing – User Stories are deliberately abstract early on in a project and will evolve over time on a just-in-time and just-enough basis. This is because Agile projects expect and anticipate change and respond to this change by adapting the product to the evolving needs. More User Stories will be added, some will be dropped and our understanding of many will change as time progresses. The reality of today’s business world is that change is inevitable, so trying to define the detail of all aspects of the upfront will result in lots of wasted effort and time as much of the work will need to be redone.

The Story Map is a fluid and changing tool – as stories are completed they are removed, new ones added and change is accepted as a normal part of the way we maximise the delivery of value to our stakeholders and the organisation for whom the product is being built.
The detailed Acceptance Criteria for any User Story will on be produced just ahead of when it will be delivered, maximizing the amount of work not done (one of the 12 principles of the Agile Manifesto)

One of the mistaken and dangerous myths of Agile is that “Agile projects have no documents” – the reality is Agile projects have the documentation that is needed to ensure value is delivered, and nothing more. The philosophy is to defer work until just ahead of when the output of that work is needed (a concept inherent in Lean thinking) and only do that work which is necessary to achieve the desired outcome (preventing waste from unnecessary effort and rework).

This is in stark contrast to Use Case thinking where the goal is to define in the various flows of the use case all the detail of the requirements up front. This approach will inevitably result in wasted effort as the use cases will have to be maintained and updated as the changing needs emerge. In agile we want to evolve the solution iteratively and incrementally as we learn based on feedback from real customers/users, not rework the documentation and requirements.

Could you use Use Cases instead of User Stories in an Agile project?

Theoretically Yes – you could indeed use Use Cases instead of User Stories to express the business needs. None of the Agile approaches are prescriptive about how you express the list of capabilities/features the product must contain (what Scrum calls the Product Backlog), however we see significant risks in trying to do so. Use Cases miss the mark on the “WHY”; they are not well suited to expressing the separate pieces of business value and supporting the iterative, incremental approach to developing the product – they tend to be monolithic and encourage an “all or nothing” way of thinking vs. an adaptive evolutionary style of learning and discovering the solution together through quick build and feedback loops.

Could you build Use Cases after developing an Agile solution to document the requirements after the fact?

Theoretically, yes . . . however with this approach you have missed out on a critical technique in User Stories to guide conversations towards maximising value and minimising extra work throughout the development process.

Risks and Dangers of Use Case Thinking in Agile Projects

  • Compromised Innovation
    • Use Cases bring on a lot of detail before getting feedback on a built product. This cognitively brings user mind-sets into a predefined interaction and solution, negating the potential for further innovation. The exploration and learning aspect is compromised and focus goes from solving a need to perfecting an already defined solution.
  • Compromised Timelines:
    • Too much detail before building compromises the benefits of time in the Agile approach. Spending time detailing out Use Cases is spending time on what and how when we be should focusing on the why. Defer the what and how until just ahead of when it is needed
  • Compromised Value:
    • Use Cases confuse the role of Acceptance Criteria in User Stories and agile. Many teams are using Use Cases as an alternative to creating Acceptance Criteria for their User Stories. Acceptance Criteria evolve in levels of detail as builds iterate and evolve and more is learned together through the agile process. This learning process is where the value lies as the needs are quite unknown before starting.

Conclusion

Many teams embarking on their Agile journeys are finding comfort in techniques used in the past for requirements definition, particularly Use Cases. Use Cases resemble user stories in more detail, and User Stories were developed as a condensed technique to alleviate the lack of WHY in Use Cases and to alleviate too much detail too soon when using an Agile approach.

We believe that User Stories and Acceptance Criteria are the techniques aligned to deliver the benefits of the Agile approach and Use Cases compromise and put the benefits of the Agile approach at risk.

Teams thinking about using Use Cases should strongly consider looking at the methods and evolutions of defining Acceptance Criteria (especially the model) with many scenarios and levels of detail that evolve as feedback through the iterative cycle and delivering increments of the product as it evolves. Keeping with user stories (Including story maps & epics) along with well defined and evolving acceptance criteria will meet the goal of leveraging the benefits of agile without putting timeline and value at risk.

Don’t forget to leave your comments below.

About the Authors

shane hastieShane Hastie

Shane is the Chief Knowledge Engineer and Agile Practice Lead for Software Education, a training and consulting organisation based in Australia and New Zealand, working all around the world. 

Shane teaches courses and consults around business analysis and agile and is passionate about bringing the two communities together.
He is a member of the board of the Agile Alliance, and is the lead editor in the Process and Practices community on InfoQ.com
He can be reached at [email protected] and on twitter as @shanehastie

awickAngela Wick, CBAP, PMP

Ms. Wick is passionate about inspiring innovative BAs and is a leader in the business analysis field. Angela is a trainer of business analysis, project management and in bringing innovation and creativity to these roles. She enjoys working with traditional and agile teams, and especially in preparing teams for agile in their organization. She also consults with organizations in building BACoEs, BA practices, BA Career Models, and BA competencies. Angela is a lead contributor to the BABOK v3 and the IIBA Competency Model. Angela is also a monthly blogger on BaTimes.com

Angela can be reached at [email protected] and on twitter @WickAng

Both Shane and Angela are Core Team members for the IIBA team building version 3 of the Business Analysis Body of Knowledge (BABOK)

User Stories and Mousetraps: A Lifecycle of Conversations

I teach quite a few teams about User Stories. Most struggle with the concept, at least initially. One of the key challenges for many is the notion that stories are iterative. That you visit and refine them often, instead of the “once and done” view that we have for traditional software requirements.

Part of that revisiting is reinforcing the collaborative nature of the stories. The nature that says they are “intentionally incomplete” in order to encourage conversations around the story. Remember the 3’C’s from Ron Jeffries: Card-Confirmation-Conversation, with conversation being the most important ‘C’?

I thought it might be helpful to go through a life-cycle example of how stories morph and change as they approach an execution-ready state. So here goes a somewhat contrived example—

galendec1
http://courses.knox.edu/theatre121/Mousetrap.html

Product Owner ideation of a few “stories” related to a new mousetrap. Call them “Epics”

Here’s the core Epic: As an exterminator, I want a better mousetrap, so my customers stop calling me in the middle of the night about ‘rodents’

  1. Build a better mousetrap
  2. Build a board level framework to support the mousetrap
  3. Find the right “trapping” mechanism for the mousetrap; including high strength material

The product owner gathered this list from their constituents and stakeholders from a “back of the napkin” perspective.

At this stage, it’s just good ideas that need exploration and team-based analysis.

Backlog Refinement meeting #1

The Product Owner wants to get a sense for the “size” of these high-level epics from their team. At this stage, they might select a few specific individuals to help in the sizing, so as not to interrupt the entire team.

Since these epics are simply potential ideas, they want to assess their technical complexity and relative level of effort quite quickly. Investing as little time as possible, but still getting a “reasonable feel” for the work.

They use T-shirt sizing: S, M, L, XL, 2XL, etc. so that it’s fast. What’s different here is that the T-Shirt sizes relate to “Release Trains” or release chunks.

  • A Small “fits” into a ½ Release Train (20 sprints)
  • A Medium “fits” into a Release Train (40 sprints)
  • A Large requires 2 (60 sprints)
  • An XL, requires 2-3 (100 sprints)
  • A 2XL requires 2-4 (100+ sprints)

After a relatively quick meeting:

• Story #1 the core Mousetrap is sized as an XL by the team.
• Story #2 – is sized as a Medium
• Story #3 – truly is said to be a “Research Spike” and is sized as a Small

The team moves on…

The Product Owner now has some very early, high-level sizing information to initiate investment discussions with their stakeholder team. Note that these aren’t commitments or firm estimates, but instead are high-level, informed guesses.

Off-line discussion: The team is intrigued by the XL parent story and starts to brainstorm how they might go about decomposing it.

  1. Build the base
  2. Build the bait mechanism
  3. Acquire the bait and determine storage requirements
  4. Build the triggering mechanism
  5. Determine the performance requirements – speed, stun level
  6. Determine the size of the mouse the trap can accommodate; no Godzilla mice allowed
  7. Build the packaging for the mousetrap
  8. Build the directions for the mousetrap; include “loading”, “setting”, and “cleaning” 😉

Question comes up about “cascading” mousetraps. For example, for truly infested areas, can/should they connect them together in a “defensive perimeter”? Clearly this needs more investigation.

Backlog Refinement meeting #2

The Product Owner has decided, with the stakeholders, that the mousetrap needs to be built. The following are some high-level clarity that has been added to the epic:

  1. It needs to be built in one Release Cycle
  2. It needs to be very simple – no Rube Goldberg solutions
  3. It has to be sell-able in US, across North & South America, and Yemen
  4. The materials can only cost $1.30 and the manufacturing cost needs to be keep to $.30/piece
  5. Target price is $5.00 for the “Better, Most Reliable, Mousetrap”
  6. It does not need to be “cascade-able”

The Product Owner asks the team to respond to this request with a story brainstorming exercise to gain a feel for the overall scope for a much more complete decomposition of the work.

Story Writing Workshop

The Product Owner reviews a presentation that represents the high-level vision and goals of the leadership team.

Instead of immediately diving into writing stories, the team starts brainstorming roles for the application. After some passionate discussion and debate, they come up with the following initial / primary roles:

  • Rodent infested home owner
  • Older home owner, trying to avoid a heart attack induced by rodents
  • New home owner
  • Pest service selling rodent removal services

Next they start writing stories. The roles are helpful in that they break up into smaller groups and brainstorm stories aligned with each role. The roles give them a different and more specific perspective than the simple “As a User” role would.

They also write the stories aligned with the key requirements from the stakeholders. In many cases, these requirements not only inspire functional user stories, but non-functional stories, infrastructural stories, and research spike stories. So there is a broad and deep mix created.

Here’s a sample of some of the spikes they think of:

  1. Materials investigation, emphasis on pricing and meeting regulations.
  2. Performance requirements: build a prototype and run experiments for:
    1. Size of the mice;
    2. Speed (spring material and tension) necessary to “stun”;
    3. How long the devices need to “retain” the mice.
  3. The team wants to use a Java-based framework to build the overall trap and they have little experience with it. They need to “play around and learn”.
  4. Material supplier and pricing investigation to ensure the expense requirements can be maintained.
  5. And throughput is in question, since the target is “rodent infested”, what are the potential mouse/hour capture rates?

Estimation

One of the goals the Product Owner had by investing in the story writing workshop was to gain a much more holistic view to the functional work associated with building the mousetrap. In other words, to convert those early stories and estimates into something much more finely grained and tangible with the team.

To that end, the Product Owner and the team establish another scale for estimation that is slightly more finely grained.

Again, T-shirt sizing will be used: S, M, L, XL, etc. will be used so that it’s fast. What’s different here is that the T-Shirt sizes relate to sprints:

• A Small “fits” into a ½ sprint
• A Medium “fits” into a full sprint
• A Large requires 2-4 sprints
• An XL, requires more than 5 sprints

The Product Owner and the team go through the entire list and estimate the stories. This gives the PO a more detailed sense of the level of effort to execute their current vision AND to start trimming things out to fit things into a single release cycle.

They still don’t know if that can be done, nor if the stakeholders will “buy into” the newly established views toward scope. But they continue to “chip away” at the work to better understand the scope, complexity, and overall level of effort. And of course, they include the entire team as much as possible as they drill into the details.

Why you might ask?

Because ultimately the team will be chartered with doing the work – so including them only makes good sense.

Eureka – Alignment

There are a couple of other techniques, probably with many variations, that help the team, Product Owner, and stakeholders align on the ASK vs. what’s FEASIBLE. First is story-mapping, where you align your hierarchical stories based on customer usage.

galendec2

I borrowed this picture from Jeff Patton here –
http://www.slideshare.net/jeffpatton/user-story-mapping-discovery-the-whole-story

It would be like aligning Microsoft Word features based on the high level menu. In story-mapping, you start grouping your stories in clusters in the way in which your customer might be using them. Think customer workflows. What’s interesting about this technique is several-fold:

  • You start grouping stories into functional themes and prioritize the themes instead of the stories. This makes prioritization and planning easier.
  • It exposes any underlying requirements for infrastructure, architecture, UX, and any other “plumbing” needed to enable the higher level functionality.
  • It also is a great way to uncover dependencies that ultimately will need to be negotiated between teams.
  • It also helps in creating your products with MVP chunks that immediately begin resonating with your customers.
  • And finally, it puts the “customer first” in your discussions (or the persona’s first) if you will. So, it helps to keep a customer focus.

The other technique is release planning. Again, here we’re aligning stories according to project execution dynamics. I like to leverage both techniques because they each give me, and more importantly the team, different views towards the workflow for feature development.

Instead of going into the details here for release planning, I’ll point you to an article I wrote quite awhile back that explores the technique in much more detail.

Another nice reference for release planning is in the Scaled Agile Framework or SAFe. In SAFe, there is a periodic event called PI (Program Increment) Planning that is essentially the same thing as release planning. It’s an event where the entire team gets together to:

  • Decompose their epics into stories;
  • Layout those stories in time;
  • Negotiate architecture, design, and technical risk areas;
  • Negotiate internal AND external (cross-team) dependencies;
  • Negotiate quality and testing centric focused efforts.

And pull together a holistic “high level plan” that the team thinks is feasible and sound. If the stakeholders and the Product Owner agree on the effort vs. scope, then this “list” becomes the working Product Backlog for the team to begin actually sprinting and delivering meaningful chunks.

Ongoing Refinement meetings

You need to keep in mind that agile teams are constantly refining their backlogs. It doesn’t just stop at some discrete point. Instead, the stories are refined until they are ready for sprint execution.

So completing story-mapping and release planning, while a significant step forward for the team in getting their arms around a project efforts, is only the beginning. As the team starts to execute sprints, they continue to refine the backlog into more discrete chunks.

Quite often, they are not only looking within the current release, but if they’re mature, they’re starting to get their arms around the technical aspects of the next release as well.

Sprint Planning, Execution, and of course, Delivery

One of the first activities after release planning is to tee up your first sprint. All of the planning and estimation the team has explored so far are simply that…estimates. The team hasn’t delivered a thing yet and they don’t have a reliable sense for their velocity to compare back against the estimates.

So there should be a sense of urgency in any Agile team to move as quickly as possible from “talking about” the work, to actually “doing” the work, delivering sprint work, and measuring their velocity.

The teams’ Definition of Done becomes incredibly important here as well, as it contributes to a stable velocity of the team consistently adheres to it.

Wrapping Up

My key goal in writing this article was to explore or show you the cyclical nature of the conversations that surround the evolution of user stories. The other missing piece is documentation. Often the Agile community gets falsely accused of not delivering any documentation. And to be fair, there are many immature Agile teams who don’t.

But nothing in the methods or the mindset is contrary to documentation and I usually recommend that teams keep notes of their conversations during the entire story evolutionary process. These are detailed requirements, but they ARE note surrounding clarifying discussions, critical decisions, and the why behind the story.

They also include the teams’ memory as I mention in this related post.

I hope your own mousetraps are developed iteratively, collaboratively and well.

Stay agile my friends,

Bob.

6 Useful Mobile Analytics Apps to Gain Business Intelligence

The focus of the business world has shifted from personal computers to Smartphones. Most e-commerce businesses are now offering their mobile applications,

whereas some businesses are solely operating through mobile applications. With a staggering 6 billion Smartphone users anticipated in 2018, the m-commerce industry has a huge market for expansion. Analytics using mobile apps has become important in the Smartphone dominated market. Following are some smart business intelligence apps that can help in gaining deep business insights for better analytics.

1. RoamBI (Available for iOS, Android, Windows 8 Tablets & PC)

This application has any good spreadsheet analyzing capabilities. It can take data from various sources which includes SAP business objects, IBM Cognos, OBIEE, Microsoft reporting and Analysis services as well as Excel, Google Docs, Salesforce and more and present the data on iPad or iPhone. Roambi Pro is a hosted service for SMB’s and workgroups that creates a visualization from Excel, Google Spreadsheets, and Salesforce CRM. This application doesn’t have its own backend; it can only present data generated by other BI software.

2. QlikView on Mobile(Available for iOS, Android)

This is one of the most powerful tools for gaining business intelligence as it facilitates the creation and consumption of dynamic applications for analyzing information. QlikView provides fully interactive applications through HTML5. The app is available for iOS and android platform. It has an in-memory dynamic calculation engine which requires a server connection for real time analysis. It also has the ability to download and bookmark views for iOS which can be accessed in offline mode as well.

3. Renew Analytics application (Available for Android)

Renew Analytics app provided by Service Source has good data analysis capabilities. This app is very useful for recurring revenue business as it can track key performance drivers. It also provides role based access to key real time data sources. It provides a powerful dashboard for analysis of historical metrics and forecast.

Related Article: 10 Essential Apps for the Business Analyst

4. SalesClic (Available on Google Apps Marketplace)

If you want to have a better sales management through a mobile app, then SalesClic will be of great utility. It can easily integrate with Google Apps, Highrise, and Salesforce. It helps in fine tuning sales process by utilizing the historical data which are stored in Salesforce or any other database. It also helps in identifying opportunities and minimizing risk. It also helps in improving sales forecast.

5. Birst Mobile (Available for iOS, Android, Windows 8 Tablets & PC)

It is Software-as-a-service (Saas) business intelligence solution feature that includes an integrated ETL (extract, transform, load), data warehouse automation, enterprise reporting, ad hoc querying and dashboard. The app doesn’t require separate dashboards for different devices; a single iPad can be used to access all dashboards. The added advantage of using this application is that it takes leverage of iPad touch screen interface to swipe down, to scroll through rows in a table and use the two-fingers-spread to zoom in.

6. Yellow Fin(Available for iPad)

For combining multiple data sources and querying of multiple different databases to create a single report or dashboard, Yellow Fin is a handy mobile app. The advantage of using this app on mobile is that it renders a similar view as it delivers on desktop screen. The app is available in the online as well as offline mode.

Focusing on the STORY in the User Story

The user story has nearly become the ubiquitous requirements artifact in Agile contexts. User stories have had much written about them, their format, how to write them, the associated acceptance tests, and more.

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As for acceptance tests, we’ve moved beyond writing them to articulating them as “executable tests” in tools such as Cucumber and Robot Framework.

All of this evolution has been great, as is the focus on the collaborative aspects of the user story.

But I’m starting to see something troubling in my coaching travels. I think we might be focusing too much on the user story as an Agile requirement artifact. Instead, we should be taking a step back and considering the user story as a much simpler communication device.

That is simply as a STORY, and much less as a written story, but moreso as a story told face-to-face.

Imagine

In fact, as I’m writing this, I’m envisioning the quintessential storytelling scene where a group of scouts is in the woods, surrounding a fire, late in the evening. And the Scoutmaster is recounting a story to them. It’s usually a scary story, intended to entertain, but also raise the angst of the listeners.

As the story continues the scouts lean forward. Their pulse increases and they begin to hear noises in the surrounding woods that raises the hair on their arms. They become a part of the story. It becomes real to them, and they can envision the words. In fact, for a short time, the story becomes their reality.

I believe this is the sort of intention that Kent Beck had for user stories when he initially created them. It wasn’t a requirement, but instead it was an engaged conversation between the team and their client.

It was intended to get the client or stakeholder to sit down with their team and share their vision in a storytelling fashion. It was intended to be collaborative, with ideas being shared, and questions being asked. As the discussion unfolded, the team would become intimately familiar with the client’s challenges or problems that they were trying to improve.

And instead of telling the team what to deliver, they simply shared their perspectives. And the team would respond with empathy and understanding around how to implement things to help their client. In fact, they also started thinking of the experiments they might run to narrow any gaps in their understanding.

If that was the original intent, let’s start to look at some of the aspects of potential storytelling within agile teams.

Put The Client First

The more we can envision the client and their context, the better the team will be able to implement solutions that will solve their challenges and ultimately surprise and delight them.

Tell stories about your clients. What is their motivation? What is their environment? What is their experience level? Who are they – specifically? And importantly, what problems are they trying to solve with their requests?

Related Article: 50 Ways to Write a Great User Story

Find out what excites them and what doesn’t. Don’t just explore their immediate needs, but try to understand their future challenges and where they might be in a year or more.

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The Kano Model talks about three basic categories of customer needs:

  • Delighters or Exciters – the WOW factor in a product or application.
  • Basic Needs or Must Have’s – these are “table stakes” for the product.
  • Performance or Linear – the more of it, the better.

These three types of customer needs are mapped against how satisfied the customer’s reaction to them are AND against the execution and quality delivery dynamics of the team.

Better than talking about the client, invite them into your team. The more direct the communication, the better. And using a model such as Kano to explore their reactions to features, priority, impact, and need can be powerful. Not only in deciding what to build and when to build it, but the conversations around Kano are even more powerful.

Here’s my reference to Kano – http://www.agilebuddha.com/agile/faster-time-to-market-or-lower-cost-of-development-is-a-delighter-anymore/

The Backstory

Quite often there are a series of reasons why your clients are asking for a software feature. Some of them are driven by business needs. Others are more contextual, for example, an older system is so aged that it no longer meets their needs. Or they need the functionality, but in an upgraded, more maintainable “package”.

Often the backstory is unsaid, and you’ll need to “tease it out” of your clients, stakeholders, or customers.

You also need to push through the first reaction, which is often – I need it because I need it. You’ll need to patiently “dive deeper” into their thought processes and motivations.

One effective way to do this is observation. Asking the customer to show you what they do today, which might give you insights into why they are requesting something new. For example, if they show you that their current process is slow or unwieldy, then speed and simplicity will be paramount.

Another way to explore this is by demonstration. Showing them simple paper and code prototypes that cost very little to build, to get their reactions and feedback. No matter how we do it, we have a responsibility for exploring the drivers behind our customer’s requests.

Now I want to switch gears a bit and explore some of the crucial tactics of our storytelling.

Tactics of Story Telling

A Good Introduction

Often it is quite useful simply to get to know your customer. What is their name? What is their job title or role within the company? Another point is their experience level? Before jumping in to say – how do you want this function or feature designed, stop and get to know them.

And this includes introducing yourself and sharing what motivates you as well. Come to a place where you’re simply getting to know one another to improve your ongoing relationship. Spend some time together and, most importantly, observe, ask open-ended questions, and deeply listen.

Motivation

I’ve watched actors prepare for their roles or scenes in plays, and a topic that often comes up is “their motivation”. The actress explores the role and the events and experiences leading up to the current situation or context.

Often the actress tries to connect the situation to their experience and history so that they can better understand and express the moment for the audience.

Another way of describing this is the WHY behind the request. In his book Start With Why, author Simon Sinek explores how effective leaders start with the why behind their goals. In other words, exploring what they’re trying to achieve. I think effective Product Owners do the same thing, instead of simply making a request for a feature; they first start with the reason behind the request.

Visualization

I’m an avid reader of Science Fiction and Fantasy novels – particular the fantasy genre. One of the things that set great authors apart from good authors is their ability to develop a world that you can visualize. Often they are developing an entire world full of cultures, races, geographies, families, histories, characters, and a dichotomy of good versus evil.

As I read, I can often visualize the world, both the things that the author has established, but also start to add my imagination to the environment and context.

User stories need to invoke the same. They need to encourage the reader or listener to leverage their imagination. To ask questions based on what’s already been shared. Or better yet, to make suggestions about how something might unfold or look to the user.

Whiteboards are particularly useful in this. I love it when during storytelling the team gathers around a whiteboard some various individuals start drawing and visualizing options.

Filling in the Blanks

Often a good story doesn’t simply give you the plot. Instead, the plot unfolds with twists and turns. In fact, in a good whodunit, you rarely know who the villain is until the final pages. You’re left trying to “figure things out” during most of the story.

It’s this mystery or intrigue that often makes the story compelling to the reader (or listener).

I believe one of the reasons that user stories are intended to have holes or are “intentionally vague” is to encourage the listeners to fill in the blanks with their experience and intuition. This is a powerful way to activate the whole team’s creativity.

Excitement

A good story should draw the listener into the moment. It should catch their attention and ultimately, generate some energy and excitement.

And you don’t have to generate that excitement all at once. I think stories are often iterative in nature. You start telling it, and you run out of time. So you let the listener “stew on” or think about the story for a while. Let them start to make it their own story, which is ultimately the goal of the storyteller.

Empathy

I think of empathy as putting yourself “in the shoes” of another. It’s not simply a role-play or a thinking exercise. It’s a deep and committed effort to put on the mindset of your customer.

Often interviewing and observation can help here. I remember when I was at iContact all of us in the engineering team would spend 2-3 hours per month sitting with our customer support staff listening to customer calls. Amongst many benefits, it phenomenally increased our empathy for our customers AND our support staff.

And it improved our product quality too.

Success

One of the cool things about acceptance tests or acceptance criteria is that they help define what done and what success looks like for a user story. That’s a very useful concept.

Often in our storytelling we want to not only share what we want but even more importantly, what we don’t want or need. This clarity of boundaries can help the team stay focused towards a solution and not fall into the trap of gold plating.

Next Steps

Of course each story should result in actions and follow-up. Or I should say that it inspires action. There should be a visceral sense of what to do next and momentum to go out and start implementing it.

In fact, when we deliver the story, we should also include the backstory that we heard that led us to the implementation or solution. And that’s just the closing of one chapter of the story.

Wrapping up

As part of my writing efforts, I often tell or share stories. One critical aspect to it is that they have to be real and relevant.

But I have this feeling that it’s one of the best ways to convey information to my readers – to make my lessons real, and to have it resonate to the readers “real world”.

I’m not saying I’m the best storyteller. I’m certainly not. But the act of storytelling is one of the richest ways to communicate that I’ve found.

I hope I’ve inspired you to look at your user stories in a different way and to increase your attempts to tell your stories.

Stay agile my friends,

Bob.

PS: after I write this, I discovered a brief article by Brian Hoadley on LinkedIn where he explored – Understanding the Importance of Narratives in My Work. While it’s UX-related, I think it nicely compliments this article