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Tidsskrift
Bog, 2004
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Foreword. Acknowledgments. Introduction. I: GETTING STARTED. 1: An Overview. What Is a User Story? Where Are the Details? "How Long Does It Have to Be?" The Customer Team. What Will the Process Be Like? Planning Releases and Iterations. What Are Acceptance Tests? Why Change? Summary. Questions. 2: Writing Stories. Independent. Negotiable. Valuable to Purchasers or Users. Estimatable. Small. Testable. Summary. Developer Responsibilities. Customer Responsibilities. Questions. 3: User Role Modeling. User Roles. Role Modeling Steps. Two Additional Techniques. What If I Have On-Site Users? Summary. Developer Responsibilities. Customer Responsibilities. Questions. 4: Gathering Stories. Elicitation and Capture Should Be Illicit. A Little Is Enough, or Is It? Techniques. User Interviews. Questionnaires. Observation. Story-Writing Workshops. Summary. Developer Responsibilities. Customer Responsibilities. Questions. 5: Working with User Proxies. The Users' Manager. A Development Manager.- ; Table of Contents Front Matter Foreword by Kent Beck Table of Contents : Introduction Part 1: Getting Started 1. An Overview 2.Writing Stories 3. User Role Modeling 4. Gathering Stories 5. Working With User Proxies 6. Acceptance Testing User Stories 7. Guidelines for Good Stories Part 2: Estimating and Planning 8. Estimating User Stories 9. Planning a Release 10. Planning an Iteration 11. Measuring and Monitoring Velocity Part 3: Frequently Discussed Topics 12. What Stories Are Not 13. Why User Stories? 14. A Catalog of Story Smells 15. Using Stories with Scrum 16. Additional Topics Part 4: An Example 17. The User Roles 18. The Stories 19. Estimating the Stories 20. The Release Plan 21. The Acceptance Tests Part 5: Appendices • An Overview of Extreme Programming • Answers to Questions
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