Changes for page Planning Game

Last modified by chrisby on 2024/06/20 14:40

From version 15.20
edited by chrisby
on 2023/12/09 12:12
Change comment: There is no comment for this version
To version 15.25
edited by chrisby
on 2023/12/19 17:48
Change comment: There is no comment for this version

Summary

Details

Page properties
Content
... ... @@ -1,6 +1,6 @@
1 1  # User Stories
2 2  
3 -In Agile, **the project workload is broken down into user stories** and estimated, prioritized, and assigned. A user story, or often just called a 'story', is an abbreviated description of a feature of a system, told from the user's perspective. There are two forms:
3 +In Agile, **the project workload is broken down into user stories** and estimated, prioritized, and assigned. A user story, or often just called a 'story', is an abbreviated description of a feature of a system, told from the user's perspective. There are two forms:
4 4  
5 5  * Long form = A sentence that describes exactly how the user interacts with the system. "When I go to the login page, enter my credentials and click the login button, the home page appears."
6 6  * Short form = A minimal set of words that hint at the underlying interactions, such as "Login".
... ... @@ -57,4 +57,10 @@
57 57   * **Passing Tests**: Show that all unit and acceptance tests have passed, including those from previous iterations.
58 58   * **Demo Server**: Ideally, stakeholders should be able to interact with the latest release of the system on their own, for example on a demo server separate from the production server. This also prevents developers from being tempted to hide things that do not work.
59 59  * **Progress Update**: At the end of an iteration, sum the points of each <ins>completely</ins> finished story and add that value as a data point to the [[agile charts|doc:.Agile and Data.WebHome]]. Unfinished stories and all their points are ignored and moved to the next iteration.
60 -* **Iterations do not fail**: Initial velocity estimates are often overly optimistic and therefore higher than the actual measured velocity. The goal is a realistic view of team productivity. Iterations don't fail; they adjust the velocity prediction.
60 +* **Iterations do not fail**: Initial velocity estimates are often overly optimistic and therefore higher than the actual measured velocity. The goal is to provide a realistic view of team productivity, not an accurate prediction. Iterations don't fail; they adjust the velocity prediction.
61 +
62 +## Story-Driven Development
63 +
64 +In software projects, there may be many interdependent stories to implement, so the final design will be very complex and impossible to accurately predict in advance. Therefore, the initial design planning of [[waterfall |doc:Software Engineering.Agile.Problems of Waterfall.WebHome]]is likely to fail. The solution is to implement the stories sequentially, as described above, even if it means refactoring the previous design frequently, which is why this approach is called **story-driven development**. It breaks the big complex design problem into many small but manageable chunks.
65 +
66 +Even when working more informally or alone, it makes sense to have a story deck. It reduces the mental load of having to design everything in advance, and allows you to focus on the current simple story that needs to be implemented.