User Stories Overrated (Farlig) Lyntale

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Transcription:

Monday, 5 November 12 User Stories Overrated (Farlig) Lyntale Tom@Gilb.com www.gilb.com Smidig Oslo 2012 1 Gilb.com 2012

User Stories are Overrated: why they might be too light By Tom Gilb

Published Paper in AgileRecord.com http://www.gilb.com/tiki-download_file.php? fileid=461

Original Claims for User Stories attributes are here http://stevedenning.typepad.com/

Denning s Claims are From Mike Cohn s User Stories books & papers

User Stories: Samples Structure Stakeholder A Needs X Because Y

My General Assertion User Stories are good enough for small scale and non-critical projects But, they are not adequate for nontrivial projects The claims (= myths, in slides ahead) are not generally true, especially when we scale up

Myth 1: User stories and the conversations provoked by them comprise verbal communication, which is clearer than written communication. Verbal communication is not clearer than written communication The use of Dialogue to clear up bad written user stories does not prove that there are no superior written formats I, as a user, want clearer interfaces to save time Usability: Scale: Time for defined Users to Successfully complete defined Tasks Goal [Users = Novices, Tasks = Inquiry] 20 Seconds. Successfully: defined as: correct, no need to correct it later.

Myth 2: User stories represent a common language. They are intelligible to both users and developers. What does perform mean? What does adequately mean? What does it mean under higher or lower loads?

Myth 3: User stories are the right size for planning and prioritizing. Right Size [Requirement]: defined as: The size that is sufficient for all requirements purposes, without any In project supplements, at a cost that is lower than the costs of dealing with defects in the statement later. Assertion User Stories are rarely detailed enough and clear enough to do intelligent planning (for example estimation) Or intelligent (dynamic) Prioritization

Myth 4: User stories are ideal for iterative development, which is the nature of most software development. User stories are a disaster for iterative development because you cannot understand their incremental and final consequences; you cannot measure evolutionary value delivery progress toward such objectives. The nature of software development should not be to write use cases, stories, and functions, as some seem to believe. The Agile ideal is to deliver incremental value to stakeholders.

Myth 5: User stories help establish priorities that make sense to both users and developers. Ambiguous unintelligible written stories are a logically bad basis for determining the priority of that story for anyone. Here is my idea of priority. A potential increment will be prioritized based on stakeholder value for costs, with respect to risk. Ambiguous written stories do not admit numeric evaluation of value for defined stakeholders, or of all cost aspects, or of all risk aspects. Also a well-defined requirement can be evaluated for potential value to stakeholders, it cannot be evaluated for cost. The cost resides entirely in the design, and the design is in principle not chosen yet! Consequently you cannot choose best value for money with user stories alone. Try the story: We want the most intuitive system possible What is the cost? You cannot have any useful idea of cost, because the requirement is so vague that you cannot even understand it fully, let alone choose a best design at all; and you cannot cost a design that is not chosen. It is illogical In addition, until you know the specific design, you cannot understand the risk of deviation from your objectives and costs, so you cannot prioritize iterations with regard to risk either. So, the prioritization argument for user stories is logically unreasonable.

Myth 6: The process enables transparency. Everyone understands why. The arguments above, particularly the prioritization argument, say no, everybody does not understand why. They may feel they understand, but since the user story is incomplete and ambiguous, they cannot really understand anything; for example anything about value, stakeholders, design, costs, and risks. There may be an illusion of understanding, but there is no rationally defined understanding. However, there may be social comfort if teams misunderstand it together, but in non-transparently different interpretations. That does not lead to value or system success, even for those who thought they understood the consequences of the user story choice.

References MORE DETAIL? Ask me for free digital copy of Book, Paper and Slides Tom@Gilb.com Download Related Papers and Slides www.gilb.com (Downloads tab)