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Method

User stories

Short descriptions of something a person needs, written from their point of view, used to discuss and plan work in agile teams.

In Spanish
Historias de usuario
Origin
Extreme Programming (late 1990s); Jeffries (2001); Cohn (2004)
Output
A list of stories with their acceptance criteria

What it’s for

Helps the team work with the purpose of each thing in mind, not just a list of features.

Key elements

  • Card, conversation, confirmation

    A short note; the details come out in conversation; and some tests say when it is done.

  • Who, what and why

    The template “As a…, I want…, so that…”, which was born in 2001 in the team at the British company Connextra.

  • INVEST

    Independent, negotiable, valuable, estimable, small and testable.

How it’s done

  1. Write the need in one sentence.

  2. Discuss with the team to understand the details.

  3. Confirm how you will know it is done.

Applications in design

  • When to use it

    To move from research and ideas to the work of a team that builds in increments.

  • Avoid

    Writing technical tasks in the shape of a story.

  • Don’t fall for it

    A vague “so that…”, such as “so that the experience improves,” doesn’t help decide: make the benefit concrete.

Authors and works

  1. 2001

    Ron Jeffries

    Described the three parts of a story: card, conversation and confirmation.

  2. 2003

    Bill Wake

    Proposed INVEST to check whether a story is well written.

  3. 2004

    Mike Cohn

    Brought together in a book how to write, estimate and use user stories.

Sources

Original sources

Secondary sources

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