Story
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In software development and product management, a user story is an informal, natural language description of features of a software system. They are written from the perspective of an end user or user of a system, and may be recorded on index cards, Post-it notes, or digitally in project management software.[1] Depending on the project, user stories may be written by different stakeholders like client, user, manager, or development team.
User stories are written by or for users or customers to influence the functionality of the system being developed. In some teams, the product manager (or product owner in Scrum), is primarily responsible for formulating user stories and organizing them into a product backlog. In other teams, anyone can write a user story. User stories can be developed through discussion with stakeholders, based on personas or are simply made up.
A template that's commonly used to improve security is called the \"Evil User Story\" or \"Abuse User Story\" and is used as a way to think like a hacker in order to consider scenarios that might occur in a cyber-attack. These stories are written from the perspective of an attacker attempting to compromise or damage the application, rather the typical personae found in a user story:[17]
When user stories are about to be implemented, the developers should havethe possibility to talk to the customer about it. The short stories may bedifficult to interpret, may require some background knowledge or therequirements may have changed since the story was written.
Mike Cohn defines acceptance criteria as \"notes about what the story must do in order for the product owner to accept it as complete.\"[20] They define the boundaries of a user story and are used to confirm when a story is completed and working as intended.
While some suggest to use 'epic' and 'theme' as labels for any thinkable kind of grouping of user stories, organization management tends to use it for strong structuring and uniting work loads. For instance, Jira seems to use a hierarchically organized to-do-list, in which they named the first level of to-do-tasks 'user-story', the second level 'epics' ( grouping of user stories ) and the third level 'initiatives' ( grouping of epics ). However, initiatives are not always present in product management development and just add another level of granularity. In Jira, 'themes' exist ( for tracking purposes ) that allow to cross-relate and group items of different parts of the fixed hierarchy.[23][24]
A story map[32] organises user stories according to a narrative flow that presents the big picture of the product. The technique was developed by Jeff Patton from 2005 to 2014 to address the risk of projects flooded with very detailed user stories that distract from realizing the product's main objectives.[citation needed]
The horizontal cross-cutting narrative line is then drawn by identifying the main tasks of the individual user involved in these business activities. The line is kept throughout the project. More detailed user stories are gathered and collected as usual with the user story practice. But each new user story is either inserted into the narrative flow or related vertically to a main tasks.
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Summary: A user story is an informal, general explanation of a software feature written from the perspective of the end user. Its purpose is to articulate how a software feature will provide value to the customer.
A key component of agile software development is putting people first, and a user story puts end users at the center of the conversation. These stories use non-technical language to provide context for the development team and their efforts. After reading a user story, the team knows why they are building, what they're building, and what value it creates.
The purpose of a user story is to articulate how a piece of work will deliver a particular value back to the customer. Note that \"customers\" don't have to be external end users in the traditional sense, they can also be internal customers or colleagues within your organization who depend on your team.
Another common step in this meeting is to score the stories based on their complexity or time to completion. Teams use t-shirt sizes, the Fibonacci sequence, or planning poker to make proper estimations. A story should be sized to complete in one sprint, so as the team specs each story, they make sure to break up stories that will go over that completion horizon.
This structure is not required, but it is helpful for defining done. When that persona can capture their desired value, then the story is complete. We encourage teams to define their own structure, and then to stick to it.
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When we estimate with story points, we assign a point value to each item. The raw values we assign are unimportant: Some teams use a modified fibonacci sequence (1, 2, 3, 5, 8, 13); others use a doubling sequence (1, 2, 4, 8, 16).
What matters are the relative values. A user story that is assigned two story points should be twice as much effort as a one-point story. It should also be two-thirds the effort of a story that is estimated as three story points.
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