How do we track details of user history?

So, if the user story is something vague, like:

As a sales rep, I would like to capture the contact information so that I can proceed later.

I'm not even sure if this is a valid user story, but I'm sure it's close enough.

Then there are the details / tasks to implement this user story. And I'm sure, "The sales rep should be able to navigate from one text box to the next." is one of the requirements. How do we track this? Is this part of the user's story or is it something that needs to be considered separately?

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The user story reflects the essence of the function, not the details, the story is the support of the discussion.

So, to answer your question, the details are communicated orally during the discussion, because face-to-face discussion is the most effective means of communication . If you feel the need, the details can be written as notes on the back of the card (if you are using cards) or ... in the "notes" field if you are using an electronic tool. In fact, I usually use the "as in demo" box to capture a high-level description of how this story will be demonstrated in the demo sprint and use very short "notes" for any other information, clarifications, links to other sources of information. etc. (credits to Henrik Kniberg known Index Card Generator). If this is very convenient, especially when using executable specifications.



PS: your story is perfectly correct and its good practice is to incorporate benefits into your template ("As a role, I want action to take advantage").

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User stories should be short statements in 1-3 sentences.

http://en.wikipedia.org/wiki/User_story

I want to be able to navigate from one textbox to another, this is another user story.



You can track these things in a tool like www.rallydev.com, or just any type of task tracking tool (SharePoint, Excel even ... etc).

The next thing you do is priority.

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Just take a rough punch ...

As a sales rep,
I want all data entry and navigation to be done with the keyboard
so that I don't have to take my hands off the keyboard
(and therefore we comply with accessibility guidelines).

Or

As a business,
we want all of our products to be fully functional using only keyboard input so that we can sell to customers who need affordable software.

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The first part refers to the business requirements document (usually written by a business analyst). The first generations of this document are fairly high-level, but the final versions (several iterations later) are quite detailed.

http://www.tdan.com/view-articles/6089

The second part (about tabs) is part of another document - "UX Specification" (shows all screens and describes user interaction). This is usually written by another person / team (product or UX team).

http://uxdesign.com/ux-defined-2

http://www.uxmatters.com/mt/archives/2007/05/sharing-ownership-of-ux.php

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Yes, this is a problem, we also have a lot. On the one hand, user stories must be consistent, on the other hand, all the little details must be placed somewhere.

We are using XPlanner and we solve this by putting a short description in the text body of the user story. We then use the XPlanners "notes" feature (free text or files that can be attached to user stories) for details.

This way, we can add as much information as needed for the user's story without cluttering the text of the user's story. You can also refer to the external documentation if you don't want everything in XPlanner.

This approach works well for us.

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Agree with others that this is a viable story, but capturing (derived) requirements might be better captured elsewhere.

Software developers and business types are familiar with different terminology, some of which may be understood by one (data structures) may not mean anything by another. User stories are a tool or vehicle through which a business user can communicate a message as a starting point that expands (with tests, details, etc.).

Oral communication can be effective, but effectiveness depends on the ability of the receivers to hear and understand the meaning of the message. This is where verbal communication can fail. Various types of communication offering more or less formal forms of communication. Vocal communication is an "unofficial form of communication" that runs the risk of the message being mistaken, misinterpreted and misunderstood. Just like a game played as a child, where one child whispers a message to another child who speaks to another until everyone has heard it ... When the last child gives a message to a group, it is usually misinterpreted and then misinterpreted, causing degraded message.

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