10. The hardest single part of
building a software system
is deciding precisely
what to build?
-- Fred Brooks
11. “Plan for artifacts, whose
form, content, behavior is
useful, usable, desirable,
as well as economically
viable, and technically
feasible” – Alan Cooper
14. Planning Game
Story Card
Planning Iteration Plan
Stories
Game
Release Plan
Decide on scope and priorities
Estimate cost and schedule
Benchmark for feedback
23. Planning Game
Story Card
Planning Iteration Plan
Game
Release Plan
Design Team
24. The Design Team typically
creates a sizeable queue within
just a few iterations by
continuing to work with the
Customer to develop new
stories while current ones are
being implemented.
34. Shekar Alex
Customer Goal: More Transaction
Potential Users: Working Professional – Especially
IT and Sales
Personas: Shekar, Alex
Context: Shekar - Work Environment & Work, Alex -
Always on Move
35. “No matter how skillful and creative the
designer ,If he does not have a clear
and detailed knowledge of the users
he is designing for , what the
constraints of the problem are, and
what business or organizational
goals the design is hoping to achieve ,
he will have little chance of success.”
- Alan Cooper
36. A good system is something
which eliminates existing
tasks(wherever its possible),
or speedup the tasks with
efficiency, save money and
time.
43. Functioning of particular [business]
environment
Understanding the terminology
Creating language for all stories,
conversations, customer tests & code