5 research outputs found

    Generating User Stories in Groups

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    User stories allow customers to easily communicate desired specifications as part of Agile Software Development methods. When elicited from groups instead of individuals, the number of stories generated and the comprehensiveness of the stories is likely to increase. We present a 2 X 2 study design involving group vs. individual user story brainstorming with one or two sentence vs. unlimited user story length

    A process framework to capture tacit knowledge using storytelling

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    One of the main challenges in knowledge management is to convey tacit knowledge. Furthermore, there is also a possibility that an expert have difficulties in articulating and conveying this tacit knowledge. Nonetheless,storytelling in knowledge management (KM) context is seen as an effective tool to communicate knowledge, particularly tacit knowledge.While people share stories through face-to-face interaction, we cannot assert that people will learn from this interaction.Firstly, this interaction is not captured and secondly, the knowledge exchanged in the interaction tend to be unstructured which would result in the loss of knowledge value. This paper presents the development of a process framework to construct knowledge story.This framework involves the capturing of knowledge and encapsulates that knowledge into a narrative form

    Generating User Stories in Groups with Prompts

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    Communicating about system requirements with user stories is a distinctive feature of Agile Software Development methods. While user stories make system requirements intelligible to both customers and technical developers, they also create new challenges for the requirements elicitation process such as personal bias and requirements coverage. In this study we propose that when elicited from groups instead of individuals, and with prompts, the number of stories generated and comprehensiveness of the stories is likely to increase. A lab experiment was conducted to examine these hypotheses is delineated in this paper. We found that prompting significantly increased the number of user stories generated as well as the comprehensiveness of the stories generated. We did not find a difference in user stories generated or comprehensiveness of stories generated by groups and individuals

    Analyzing Approaches to Collective Knowledge Recall

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    People and organizations frequently need to recall past events that, for some reason, were not documented when they occurred. The successful reconstitution of past events depends on several variables, such as how long ago the event occurred, and whether key people are still available to tell what they know. Although it is sometimes difficult to restore all known events, an adequate recall process can get closer. This paper examines three knowledge recall methods and compares them in a set of controlled experiments. The group storytelling approach is used in two of the methods, one of which is supported by a groupware. The paper also evaluates the benefits and the drawbacks of using the group storytelling technology

    An Exploratory Study of Storytelling Using Digital Tabletops

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    Storytelling is a powerful means of communication that has been employed by humankind from the early stages of development. As technology has advanced, the medium through which people tell stories has evolved from verbal, to writing, performing on stage, and more recently television, movies, and video games. A promising medium for the telling of stories in an in-person, one-on-one or one-to-many setting is a digital table—a large, horizontal multi-touch surface—that can provide quick access to visuals and narrative elements at the touch of one’s hands and fingers. In this work, I present the results of an exploratory study on storytellers’ interaction behaviours while working with digital tables, and its physical counterparts of sand and water. My results highlight some of the differences in these media that can both help and hinder a storyteller’s narrative process. I use these findings to present design implications for the design of applications for storytelling on digital multi-touch surfaces
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