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Copyright
Table of Contents
Foreword by Martin Fowler
Foreword by Alan Cooper
Foreword by Marty Cagan
Preface
Why Me?
This Book Is for You If You’re Struggling with Stories
Who Should Read This Book?
A Few Conventions Used in This Book
The Headings Inside Each Chapter Guide You Through the Subject
How This Book Is Organized
Story Mapping from 10,000 Feet
Grokking User Stories
Better Backlogs
Better Building
Safari® Books Online
How to Contact Us
Read This First
The Telephone Game
Building Shared Understanding Is Disruptively Simple
Stop Trying to Write Perfect Documents
Good Documents Are Like Vacation Photos
Document to Help Remember
Talking About the Right Thing
Now and Later
Software Isn’t the Point
OK, It’s Not Just About People
Build Less
More on the Dreaded "R" Word
That’s All There Is to It
Chapter 1. The Big Picture
The "A" Word
Telling Stories, Not Writing Stories
Telling the Whole Story
Gary and the Tragedy of the Flat Backlog
Talk and Doc
Frame Your Idea
Describe Your Customers and Users
Tell Your Users' Stories
Explore Details and Options
Chapter 2. Plan to Build Less
Mapping Helps Big Groups Build Shared Understanding
Mapping Helps You Spot Holes in Your Story
There’s Always Too Much
Slice Out a Minimum Viable Product Release
Slice Out a Release Roadmap
Don’t Prioritize Features—Prioritize Outcomes
This Is Magic—Really, It Is
Why We Argue So Much About MVP
The New MVP Isn’t a Product at All!
Chapter 3. Plan to Learn Faster
Start by Discussing Your Opportunity
Validate the Problem
Prototype to Learn
Watch Out for What People Say They Want
Build to Learn
Iterate Until Viable
How to Do It the Wrong Way
Validated Learning
Really Minimize Your Experiments
Let’s Recap
Chapter 4. Plan to Finish on Time
Tell It to the Team
The Secret to Good Estimation
Plan to Build Piece by Piece
Don’t Release Each Slice
The Other Secret to Good Estimation
Manage Your Budget
What Would da Vinci Do?
Iterative AND Incremental
Opening-, Mid-, and Endgame Strategy
Slice Out Your Development Strategy in a Map
It’s All About Risk
Now What?
Chapter 5. You Already Know How
1. Write Out Your Story a Step at a Time
Tasks Are What We Do
My Tasks Are Different Than Yours
I’m Just More Detail-Oriented
2. Organize Your Story
Fill in Missing Details
3. Explore Alternative Stories
Keep the Flow
4. Distill Your Map to Make a Backbone
5. Slice Out Tasks That Help You Reach a Specific Outcome
That’s It! You’ve Learned All the Important Concepts
Do Try This at Home, or at Work
It’s a Now Map, Not a Later Map
Try This for Real
With Software It’s Harder
The Map Is Just the Beginning
Chapter 6. The Real Story About Stories
Kent’s Disruptively Simple Idea
Simple Isn’t Easy
Ron Jeffries and the 3 Cs
1. Card
2. Conversation
3. Confirmation
Words and Pictures
That’s It
Chapter 7. Telling Better Stories
Connextra’s Cool Template
Template Zombies and the Snowplow
A Checklist of What to Really Talk About
Create Vacation Photos
It’s a Lot to Worry About
Chapter 8. It’s Not All on the Card
Different People, Different Conversations
We’re Gonna Need a Bigger Card
Radiators and Ice Boxes
That’s Not What That Tool Is For
Building Shared Understanding
Remembering
Tracking
Chapter 9. The Card Is Just the Beginning
Construct with a Clear Picture in Your Head
Build an Oral Tradition of Storytelling
Inspect the Results of Your Work
It’s Not for You
Build to Learn
It’s Not Always Software
Plan to Learn, and Learn to Plan
Chapter 10. Bake Stories Like Cake
Create a Recipe
Breaking Down a Big Cake
Chapter 11. Rock Breaking
Size Always Matters
Stories Are Like Rocks
Epics Are Big Rocks Sometimes Used to Hit People
Themes Organize Groups of Stories
Forget Those Terms and Focus on Storytelling
Start with Opportunities
Discover a Minimum Viable Solution
Dive into the Details of Each Story During Delivery
Keep Talking as You Build
Evaluate Each Piece
Evaluate with Users and Customers
Evaluate with Business Stakeholders
Release and Keep Evaluating
Chapter 12. Rock Breakers
Valuable-Usable-Feasible
A Discovery Team Needs Lots of Others to Succeed
The Three Amigos
Product Owner as Producer
This Is Complicated
Chapter 13. Start with Opportunities
Have Conversations About Opportunities
Dig Deeper, Trash It, or Think About It
Opportunity Shouldn’t Be a Euphemism
Story Mapping and Opportunities
Be Picky
Chapter 14. Using Discovery to Build Shared Understanding
Discovery Isn’t About Building Software
Four Essential Steps to Discovery
1. Frame the Idea
2. Understand Customers and Users
3. Envision Your Solution
4. Minimize and Plan
Discovery Activities, Discussions, and Artifacts
Discovery Is for Building Shared Understanding
Chapter 15. Using Discovery for Validated Learning
We’re Wrong Most of the Time
The Bad Old Days
Empathize, Focus, Ideate, Prototype, Test
How to Mess Up a Good Thing
Short Validated Learning Loops
How Lean Startup Thinking Changes Product Design
Start by Guessing
Name Your Risky Assumptions
Design and Build a Small Test
Measure by Running Your Test with Customers and Users
Rethink Your Solution and Your Assumptions
Stories and Story Maps?
Chapter 16. Refine, Define, and Build
Cards, Conversation, More Cards, More Conversations…
Cutting and Polishing
Workshopping Stories
Sprint or Iteration Planning?
Crowds Don’t Collaborate
Split and Thin
Use Your Story Map During Delivery
Use a Map to Visualize Progress
Use Simple Maps During Story Workshops
Chapter 17. Stories Are Actually Like Asteroids
Reassembling Broken Rocks
Don’t Overdo the Mapping
Don’t Sweat the Small Stuff
Chapter 18. Learn from Everything You Build
Review as a Team
Review with Others in Your Organization
Enough
Learn from Users
Learn from Release to Users
Outcomes on a Schedule
Use a Map to Evaluate Release Readiness
The End, or Is It?
Acknowledgments
References
Index
About the Author
“ I have met only a few Agile experts whom I consider qualified to actually help a serious product team raise its game to the level its company needs and deserves. Jeff Patton is one of them.”—Marty Cagan Partner, Silicon Valley Product Group User Story Mapping User story mapping is a valuable tool for software development, once you understand why and how to use it. This insightful book examines how this often misunderstood technique can help your team stay focused on users and their needs without getting lost in the enthusiasm for individual product features. Author Jeff Patton shows you how changeable story maps enable your team to hold better conversations about the project throughout the development process. Your team will learn to come away with a shared understanding of what you’re attempting to build and why. ■ Get a high-level view of story mapping, with an exercise to learn key concepts quickly ■ Understand how stories really work, and how they come to life in Agile and Lean projects ■ Dive into a story’s lifecycle, starting with opportunities and moving deeper into discovery ■ Prepare your stories, pay attention while they’re built, and learn from those you convert to working software Jeff Patton is an independent consultant, agile process coach, product design process coach, and instructor with more than 15 years of experience designing and building software products. He’s been focused on agile approaches since working on an early extreme programming team in 2000. SOFTWARE DESIGN US $34.99 CAN $36.99 ISBN: 978-1-491-90490-9 Twitter: @oreillymedia facebook.com/oreilly U s e r S t o r y M a p p n g i P a t t o n User Story Mapping DISCOVER THE WHOLE STORY, BUILD THE RIGHT PRODUCT Jeff Patton with Peter Economy Forewords by Martin Fowler, Alan Cooper, and Marty Cagan
User Story Mapping Jeff Patton
User Story Mapping by Jeff Patton Copyright © 2014 Jeff Patton. All rights reserved. Printed in the United States of America. Published by O’Reilly Media, Inc., 1005 Gravenstein Highway North, Sebastopol, CA 95472. O’Reilly books may be purchased for educational, business, or sales promotional use. Online editions are also available for most titles (http://safaribooksonline.com). For more information, contact our corporate/institutional sales department: 800-998-9938 or corporate@oreilly.com. Editors: Mary Treseler and Amy Jollymore Production Editor: Kara Ebrahim Copyeditor: Rachel Monaghan Proofreader: Elise Morrison Indexer: Ellen Troutman Cover Designer: Ellie Volckhausen Interior Designer: David Futato Illustrator: Rebecca Demarest September 2014: First Edition Revision History for the First Edition: 2014-09-05: First release See http://oreilly.com/catalog/errata.csp?isbn=9781491904909 for release details. Nutshell Handbook, the Nutshell Handbook logo, and the O’Reilly logo are registered trademarks of O’Reilly Media, Inc. User Story Mapping, the image of a lilac-breasted roller, and related trade dress are trademarks of O’Reilly Media, Inc. Many of the designations used by manufacturers and sellers to distinguish their prod‐ ucts are claimed as trademarks. Where those designations appear in this book, and O’Reilly Media, Inc. was aware of a trademark claim, the designations have been printed in caps or initial caps. While every precaution has been taken in the preparation of this book, the publisher and author assume no responsibility for errors or omissions, or for damages resulting from the use of the information contained herein. ISBN: 978-1-491-90490-9 [LSI]
For Stacy, Grace, and Zoe who are my biggest supporters and make all my effort worthwhile. And in memory of Luke Barrett, a dear colleague and mentor of mine. Luke made a difference in my life as he did countless others.
Table of Contents Foreword by Martin Fowler. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xi Foreword by Alan Cooper. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xiii Foreword by Marty Cagan. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xvii Preface. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxi Read This First. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . xxix 1. The Big Picture. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 The "A" Word 1 Telling Stories, Not Writing Stories 3 Telling the Whole Story 3 Gary and the Tragedy of the Flat Backlog 5 Talk and Doc 6 Frame Your Idea 8 Describe Your Customers and Users 9 Tell Your Users' Stories 10 Explore Details and Options 14 2. Plan to Build Less. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 Mapping Helps Big Groups Build Shared Understanding 22 Mapping Helps You Spot Holes in Your Story 25 There’s Always Too Much 26 Slice Out a Minimum Viable Product Release 27 Slice Out a Release Roadmap 28 Don’t Prioritize Features—Prioritize Outcomes 29 This Is Magic—Really, It Is 30 Why We Argue So Much About MVP 32 The New MVP Isn’t a Product at All! 34 v
3. Plan to Learn Faster. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37 Start by Discussing Your Opportunity 38 Validate the Problem 39 Prototype to Learn 40 Watch Out for What People Say They Want 41 Build to Learn 41 Iterate Until Viable 44 How to Do It the Wrong Way 44 Validated Learning 46 Really Minimize Your Experiments 48 Let’s Recap 48 4. Plan to Finish on Time. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51 Tell It to the Team 52 The Secret to Good Estimation 53 Plan to Build Piece by Piece 54 Don’t Release Each Slice 56 The Other Secret to Good Estimation 56 Manage Your Budget 57 What Would da Vinci Do? 59 Iterative AND Incremental 62 Opening-, Mid-, and Endgame Strategy 63 Slice Out Your Development Strategy in a Map 64 It’s All About Risk 64 Now What? 65 5. You Already Know How. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 67 1. Write Out Your Story a Step at a Time 67 Tasks Are What We Do 68 My Tasks Are Different Than Yours 69 I’m Just More Detail-Oriented 70 2. Organize Your Story 71 Fill in Missing Details 72 3. Explore Alternative Stories 72 Keep the Flow 74 4. Distill Your Map to Make a Backbone 75 5. Slice Out Tasks That Help You Reach a Specific Outcome 76 That’s It! You’ve Learned All the Important Concepts 77 Do Try This at Home, or at Work 78 It’s a Now Map, Not a Later Map 79 Try This for Real 81 vi | Table of Contents
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