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USER STORY MAPPING
Título:
USER STORY MAPPING
Subtítulo:
Autor:
PATTON, J
Editorial:
O´REILLY
Año de edición:
2014
Materia
DESARROLLO DEL SOFTWARE
ISBN:
978-1-4919-0490-9
Páginas:
324
34,95 €

 

Sinopsis

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


Chapter 1: The Big Picture
The "Aö 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
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
2. Organize Your Story
3. Explore Alternative Stories
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
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
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
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
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