How to write a good user story

本文介绍用户故事的概念及其在Scrum和极端编程中的应用。详细解释了如何撰写有效的用户故事,包括使用场景模板、创建可测试的故事及确保故事具备独立、可协商等特性。

Introduction to User Stories

User stories are first-class citizen for Scrum and Extreme Programming (XP), A user story is a very high-level definition of a requirement, just include enough information so that developers can estimate the time to implement it.

A good way to think about a user story is just a placeholder for remaindering the developer should have conservation with your customer.

How to write a user story?

You can follow below steps:

1. As a [Actor], I can/want [feature] because/so that

e.g.

As a dinner, I want have a lunch because I am hungry.

As a project Leader, I want make a plan.

As a user, I can manage my schedule.

2. Use index cards

Write an easy to understand user story title on Index card, the card can be a paper or electronic card in your project system.

e.g.

Title: Admin can add new user

Description: As a admin, he can add a new user.

3. Make it testable with acceptance stories

If use stories are short – how are we suppose to know all the different acceptance criteria? just write out any of your acceptance tests using this template:

Scenario 1: Title 
Given [context] 
And [some more context]… 
When [event] 
Then [outcome] 
And [another outcome]…

For example:

Scenario 1: Account balance is negative 
Given the account’s balance is below 0 
And their is not a scheduled direct deposit that day 
When the account owner attempts to withdraw money 
Then the bank will deny it 
And send the account owner a nasty letter.

What contents in the story?

It includes 3 C:

  • Card
  • Conversation
  • Confirm

What features a good story should have?

A good user story should have 6 features, INVEST:

  • Independent
  • Negotiable
  • Valuable
  • Estimatable
  • Small
  • Testable
本文转自敏捷的水博客园博客,原文链接http://www.cnblogs.com/cnblogsfans/archive/2010/07/26/1784990.html如需转载请自行联系原作者

王德水
Chapter 4: Processor Architecture. This chapter covers basic combinational and sequential logic elements, and then shows how these elements can be combined in a datapath that executes a simplified subset of the x86-64 instruction set called “Y86-64.” We begin with the design of a single-cycle datapath. This design is conceptually very simple, but it would not be very fast. We then introduce pipelining, where the different steps required to process an instruction are implemented as separate stages. At any given time, each stage can work on a different instruction. Our five-stage processor pipeline is much more realistic. The control logic for the processor designs is described using a simple hardware description language called HCL. Hardware designs written in HCL can be compiled and linked into simulators provided with the textbook, and they can be used to generate Verilog descriptions suitable for synthesis into working hardware. Chapter 5: Optimizing Program Performance. 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Finally, we show you how to improve the performance of application programs by improving their temporal and spatial locality. Chapter 7: Linking. This chapter covers both static and dynamic linking, including the ideas of relocatable and executable object files, symbol resolution, relocation, static libraries, shared object libraries, position-independent code, and library interpositioning. Linking is not covered in most systems texts, but we cover it for two reasons. First, some of the most confusing errors that programmers can encounter are related to glitches during linking, especially for large software packages. Second, the object files produced by linkers are tied to concepts such as loading, virtual memory, and memory mapping. Chapter 8: Exceptional Control Flow. 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It is also your first introduction to the nondeterministic behavior that arises with concurrent program execution. Chapter 9: Virtual Memory. Our presentation of the virtual memory system seeks to give some understanding of how it works and its characteristics. We want you to know how it is that the different simultaneous processes can each use an identical range of addresses, sharing some pages but having individual copies of others. We also cover issues involved in managing and manipulating virtual memory. In particular, we cover the operation of storage allocators such as the standard-library malloc and free operations. CovBryant & O’Hallaron fourth pages 2015/1/28 12:22 p. xxiv (front) Windfall Software, PCA ZzTEX 16.2 Preface xxv ering this material serves several purposes. It reinforces the concept that the virtual memory space is just an array of bytes that the program can subdivide into different storage units. It helps you understand the effects of programs containing memory referencing errors such as storage leaks and invalid pointer references. Finally, many application programmers write their own storage allocators optimized toward the needs and characteristics of the application. This chapter, more than any other, demonstrates the benefit of covering both the hardware and the software aspects of computer systems in a unified way. Traditional computer architecture and operating systems texts present only part of the virtual memory story. Chapter 10: System-Level I/O. We cover the basic concepts of Unix I/O such as files and descriptors. We describe how files are shared, how I/O redirection works, and how to access file metadata. We also develop a robust buffered I/O package that deals correctly with a curious behavior known as short counts, where the library function reads only part of the input data. We cover the C standard I/O library and its relationship to Linux I/O, focusing on limitations of standard I/O that make it unsuitable for network programming. In general, the topics covered in this chapter are building blocks for the next two chapters on network and concurrent programming. Chapter 11: Network Programming. Networks are interesting I/O devices to program, tying together many of the ideas that we study earlier in the text, such as processes, signals, byte ordering, memory mapping, and dynamic storage allocation. Network programs also provide a compelling context for concurrency, which is the topic of the next chapter. This chapter is a thin slice through network programming that gets you to the point where you can write a simple Web server. We cover the client-server model that underlies all network applications. We present a programmer’s view of the Internet and show how to write Internet clients and servers using the sockets interface. Finally, we introduce HTTP and develop a simple iterative Web server. Chapter 12: Concurrent Programming. This chapter introduces concurrent programming using Internet server design as the running motivational example. We compare and contrast the three basic mechanisms for writing concurrent programs—processes, I/O multiplexing, and threads—and show how to use them to build concurrent Internet servers. We cover basic principles of synchronization using P and V semaphore operations, thread safety and reentrancy, race conditions, and deadlocks. Writing concurrent code is essential for most server applications. We also describe the use of thread-level programming to express parallelism in an application program, enabling faster execution on multi-core processors. Getting all of the cores working on a single computational problem requires a careful coordination of the concurrent threads, both for correctness and to achieve high performance翻译以上英文为中文
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