This is why I advocate employing user stories.
这就是为什么我要提倡使用用户场景。
We define requirements in terms of user stories.
我们根据用户经历确定需求。
User stories are typically written on 4x6 cards.
用户需求典型地是写在4x6的卡片上。
System requirements are captured as user stories.
系统需求作为用户案例捕获。
Journeys are groups of user stories interacting with each other.
所谓Journey就是彼此交互的用户故事的分组。
It's comparatively easy to write, decompose, and refine user stories.
编写、分解以及精炼这种用户故事是相当容易的。
We approached the implementation of the User Stories with a blank page.
我们用从零开始实现用户情景。
The team pulls the stories, so we only generate a minimal set of user stories.
由于团队会不断提取故事,所以我们只需要生成最基本的一组用户故事。
Extreme Programming requires user stories that fill the role of use cases.
极限编程需要充当用例角色的用户案例。
We will not be publishing many clueless user stories about them in the future.
将来我们不再能出版很多《无知用户的故事》了。
And at some point, we should prioritize the user stories for the iterations as well.
有时候我们也应当为了迭代的需要对用户的要求进行优先权的排序。
Mike Cohn provides the best introduction to writing user stories that I have seen.
MikeCohn为我们提供了我所见过的编写用户经历的最好的介绍。
You can iterate over these, break them down, and generate new user stories and epics.
可以查看这些内容,分解它们,并生成新的用户描述和综述。
For example, the team created a tool for user stories that was incorporated into the Wiki.
例如,团队可创建整合到Wikipedia之中的用户案例工具。
Like writing use cases, writing user stories is a skill that must be learned and practiced.
像编写用例,编写用户经历都是一种需要学习和实践的能力。
There may be user stories that the team cannot estimate because there are too many unknowns.
由于存在太多未知的因素,团队可能无法对某些用户描述作出评估。
User stories focus on what the customer needs; they do not spell out implementation details.
用户描述关注的是用户的需求;并没有涉及到实现细节。
These can be user stories as used by Extreme Programming or simply one-liner feature descriptions.
列表中的内容可以是类似在极限编程中使用的用户故事,或者就是一行行简单的功能说明。
User stories are best for dealing with projects where the risk of software invisibility is high.
用户情景对于处理软件不可见性风险最高的项目来说,是最佳的方法。
This knowledge may generate new user stories or demonstrate that some stories are less critical.
这些知识可能会生成新的用户描述,或者证实某些描述并不是特别重要。
User stories represent the work the team must accomplish to meet the requirements of the product.
用户描述描述了团队要实现产品需求而必须完成的工作。
These artifacts can include a requirements document, a draft user interface, user stories, and so forth.
这些工件可以包含一个需求文件、一个草拟的用户界面、用户事例等等。
A big change for the development team will be the development of user stories by the Product Owners.
开发团队中的巨大变化就是,用户案例由项目负责人开发。
End user satisfiers — Requirements, stated as user stories, which will help end users do their work.
终端用户的满足因素——需求,正如用户场景中所陈述的那样,将有助于终端用户的工作。
While creating the release backlog, break down any high-level user stories into smaller user stories.
在创建发行版计划安排时,将任何高级用户描述分解为多个更小的用户描述。
It lets us design defect reports, user stories, and other artifacts that we want to use for our projects.
它让我们设计缺陷报告、用户经历,以及其他我们希望用于项目的工件。
The customer "sees" the deliverable and may suggest modifications to the system through new user stories.
客户“监督着”这个可交付使用过程,并且在新用户情景中提出对系统的修改建议。
The product backlog is essentially one-dimensional. User stories are organized from highest to lowest priority.
产品backlog是一维的东西,在产品backlog中,用户故事按照优先级从高到低上下排列。
User Stories are requirements told from a customer perspective and contain little or no implementation details.
用户情景是从客户角度出发的要求,包含极少或不包含实现细节问题。
What Figure 4 also communicates is that the development team cannot complete all the user stories in the release backlog.
图4同时也表明,开发团队无法在发行版计划安排中完成所有用户描述。
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