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       what:                                           User Story Map
                                                        User Story Map         Product Backlog
        who:
       why:
                                    Product
                                     Goals
       what:                                     R1
        who:
       why:
                                                 R2
      what:
       who:                          Simple R3
      why:                          Personas




                                                       User Interface Sketch



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Steering iterative and
                   incremental delivery
                                                7
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Product Ownership takes a team




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Ownership Team


                       •   planning                 •   support cycle 1        •   support cycle 2           •   support cycle 3
                       •   researching                  delivery                   delivery                      delivery
                           high level product           design for cycle 2         design for cycle 3            design for cycle 4
   Product




                       •                            •                          •                             •
                           design                   •   research for cycle 3   •   research for cycle 4      •   research fir cycle 5
                       •   design for cycle 1                                  •   validate cycle 1          •   validate cycle 1+2
                                                                                   features                      features




                             Cycle 0                    Cycle 1                    Cycle 2                       Cycle 3                   Cy
       Delivery Team




                       •   development              •   implement cycle 1      •   implement cycle 2         •   implement cycle 3
                           environment setup                                   •   fix cycle 1 bugs if any   •   fix cycle 2 bugs if any
                       •   architectural “spikes”

                       See Miller’s Case Study of Customer Input For a Successful Product::
                       http://www.agileproductdesign.com/useful_papers/miller_customer_input_in_agile_projects.pdf
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To release on a schedule
           leverage incremental and
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                                  (What’s the difference?)


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                                                      Incrementing calls for a fully
                                                      formed idea.
                                                      And, doing it on time requires
                                                      dead accurate estimation.


        1                         2                          3       4           5



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                                                      A more iterative allows you to
                                                      move from vague idea to
                                                      realization making course
                                                      corrections as you go.


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                    -Leonardo DaVinci
                                                     Mid-Game       End-Game




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                       Opening                       Mid-Game          End-Game
                        Game                          Build out      Refine the UI and
                       Build up                    flexibility and   interactions, take
                                                                       advantage of
                      necessities                  business rule
                                                                     iterative learning
                                                   enforcement


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      The backbone
                                                     time

      The walking skeleton
necessity




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                                                                                time for release
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We fail when we can’t
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                                 deliver




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Build shared understanding
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We fail when we can’t imagine
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Map the future vision of your
                        product




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We fail when we believe the
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Story Mapping examples
          Thanks to all those that have sent photos.
             This is just a few. Please send your
               examples to jpatton@acm.org



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