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Agile development requires a highly iterative and collaborative design process, which relies on the successful interpretation of software development activities amongst team members throughout the overall process. However, contemporary methods and tools that support agile efforts provide little help in addressing context-specific tacit knowledge, which is difficult to externalize without a shared method of interpretation. Without a continuously updated interpretation of the project vision, it is difficult to claim a shared mental model, while this is actually vital for the success of an agile process. In this paper, we address this issue and seek guidance in an approach that is commonly used in film storycraft. Film production has ample experience with externalizing experiences with the help of visual planning tools and related techniques to orchestrate the creative efforts of vast interdisciplinary production teams. We therefore propose that methods and tools from visual storycrafting can be adapted to assist software developers, not only with externalizing and discussing context-specific tacit knowledge but also to keep them creatively engaged in the development process.
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Software Developer’s Journey
A Story-Driven Approach to Support
Software Practitioners
Murat Yilmaz1,2, Berke Atasoy3, Rory V. O’Connor4,5(B
),
Jean-Bernard Martens3, and Paul Clarke4,5
1Virtual Reality Laboratory, C¸ ankaya University, Ankara, Turkey
2Department of Computer Engineering, C¸ ankaya University, Ankara, Turkey
myilmaz@cankaya.edu.tr
3Technische Universiteit Eindhoven, Eindhoven, The Netherlands
berkeatasoy@gmail.com, j.b.o.s.martens@tue.nl
4Dublin City University, Dublin, Ireland
{Rory.OConnor,Paul.M.Clarke}@dcu.ie
5Lero, The Irish Software Engineering Research Center, Limerick, Ireland
Abstract. Agile development requires a highly iterative and collabo-
rative design process, which relies on the successful interpretation of
software development activities amongst team members throughout the
overall process. However, contemporary methods and tools that support
agile efforts provide little help in addressing context-specific tacit knowl-
edge, which is difficult to externalize without a shared method of inter-
pretation. Without a continuously updated interpretation of the project
vision, it is difficult to claim a shared mental model, while this is actu-
ally vital for the success of an agile process. In this paper, we address
this issue and seek guidance in an approach that is commonly used in
film storycraft. Film production has ample experience with externalizing
experiences with the help of visual planning tools and related techniques
to orchestrate the creative efforts of vast interdisciplinary production
teams. We therefore propose that methods and tools from visual sto-
rycrafting can be adapted to assist software developers, not only with
externalizing and discussing context-specific tacit knowledge but also to
keep them creatively engaged in the development process.
Keywords: Agile software development ·Story-driven software
development ·Storycrafting ·Software development process
1 Introduction
While agile methodologies have recently been proposed as a way to overcome
challenges in the software development process, integrating agile approaches suc-
cessfully into an existing company culture is actually a very challenging task.
c
Springer International Publishing Switzerland 2016
C. Kreiner et al. (Eds.): EuroSPI 2016, CCIS 633, pp. 203–211, 2016.
DOI: 10.1007/978-3-319-44817-6 16
204 M. Yilmaz et al.
Agile software development consists of a set of iterative software methodolo-
gies. Team-based production is advanced through collaborations of team mem-
bers on the requirements that are collected from stakeholders [1].Itcanbechar-
acterized by incremental development cycles, lightweight documentation, and
face-to-face communication between team members. It requires teams that are
capable of organizing themselves around cross-functional development activities
by means of effective tacit knowledge sharing sessions. The basic assumption
of agile methodologies is that effective software development relies on context-
specific tacit knowledge that is at times hard to make explicit and share. The
success of sharing such knowledge is affected by practitioners viewpoints, beliefs
and value systems [2], as well as by their personalities [3]. Many development
methodologies aim to support the conversion of tacit knowledge into formal and
explicit system requirements that can in turn be converted into technical soft-
ware specifications [4].
Many proponents of agile software development argue that it is more effec-
tive when a shared mental model [5] is developed by a team of practitioners who
also have the technical skills to subsequently convert the shared objectives into
technical specifications and implementations. Recent evidence suggests that this
process of formulating and sharing (i.e. externalizing) tacit knowledge is actu-
ally much more difficult than the reverse transformation of explicit knowledge
into tacit understanding (i.e. internalization). This latter method of knowledge
transfer is known as hands on experience or learning by doing [6].
In storycraft there is a well-established tradition in representing and sharing
tacit knowledge about human experiences by capturing such experiences in both
textual and visual form (e.g., using storyboards). This tradition builds on the
ability of most people to quickly sympathize, i.e., develop an emotional relation-
ship, with the context and characters in a story, even in cases where this story
has only been sketched in rudimentary form and has not been worked out in
detail. Stories do not only convey functional information, such as the features
of a new software program, but also propose contexts and users that can give
meaning to such features. Stories can also assist in orchestrating team efforts,
as team members develop an understanding of how they can contribute with
their specific skills to the overall team objective, and possibly provide end-user
value [7].
A quick, inexpensive and flexible parallel process to continuously translate
tacit knowledge into explicit conversation can assist in capturing the essence
of the motivation, and in understanding the impact of the actions taken by
individual team members. The ability to think in terms of stories can help with
externalizing context specific tacit knowledge and with coordinating the software
developers’ creative efforts.
From a software development point of view, storycrafting may assist the agile
approach in several ways: (1) providing insight into the progress of the strategy
behind the development process by visualizing not only actions and accomplish-
ments but also the underlying reasoning and mindset, (2) providing engagement
by visually capturing an explicit representation of the strategic moves between
actions, (3) motivating and engaging team members into the overall process not
Software Developer’s Journey 205
just as task responsibles but also as creative contributors, (4) providing a com-
mon awareness of the impact of individual contributions throughout the whole
process, (5) establishing a visual structure that engages practitioners not only
practically but also emotionally in the task at hand.
The aim of the exploratory study that we report here was to assess the use-
fulness of storycrafting for improving the communication during an agile devel-
opment processes. The more specific research question was whether or not we
could improve an agile software development process by enhancing the visual
communication process using story crafting techniques.
The remainder of the paper is organized in the following manner. Section 2
reviews relevant literature. Section 3describes the details of our proposed app-
roach. In the final section, we discuss the potentials and benefits of this approach.
2 Background
Agile development proposes the notion of user stories which describe planned
features of the software artifact within a context, so that an understanding can
be developed of the resulting customer experience (See Fig. 1). it has been empir-
ically observed that this is an approach that is quite effective for capturing soft-
ware requirements [8]. An important reason for this is that stories are an effective
way of communicating a demand and hence an efficient way to exchange tacit
knowledge [9].
Fig. 1. User story cards.
While the introducing user stories into an agile process has proven to be
valuable, the full potentials of narrative imagining has not yet been accom-
plished. We are convinced that visual storycraft has much more to offer to an
agile development process than is currently the case.
Storytelling is an explanatory activity that aims at providing a symbolic
representation of a range of interactions and consequent emotions that an indi-
vidual may experience with the software service under development. on one or
206 M. Yilmaz et al.
more subjects. The contextual information within a story is important tacit
knowledge that assist in developing a more explicit awareness of consumer value
and the relevance of specific software requirements. Kalid and Saifullah [10]for
instance proposed to use narratives as a way of capturing the tacit knowledge
in a project, while Linde [11] argues that social knowledge can be transmitted
effectively by using a narratives. Narratives provides a way to share tacit knowl-
edge on socially relevant aspects such as lessons learned from previous projects,
alternative ways of executing specific tasks, ways of resolving conflicts, etc.
Imagining in the form of stories is a rational thinking tool for looking into
the future, predict, plan, and explain situations that do not yet exist [12]. All of
the above are cognitive efforts and they require a common ground and a shared
process to explicitly discuss, assess and decide. From a storycrafting perspective,
agile efforts do not only promote interdisciplinary communication and process
management of software development but also help to coordinate co-creative
efforts towards innovative software design.
2.1 Storycrafting
Storycrafting takes various forms such as oral, written, theater and film [13].
Crafting a story does not entirely rely on the creative intuition of artistic minds.
It relies on a well-established tradition in translating tacit knowledge into every-
day thinking through structural frameworks and pre-defined guidelines and tech-
niques. Aristotle maps the structure of actions in a story as a unified plot with a
beginning, middle and end [14]. Propps Morphology of the Folktale establishes
31 commonly occurring themes that are called story functions which are classi-
fiable actions that a protagonist can take in a story [15]. Campbell points out a
common structure called Hero’s Journey in every great story that has resonated
through history [16]. Freytag describes a five-act structure to build a story that
mostly applies to ancient Greek and Shakespearean drama [17]. Field’s Paradigm
establishes a three-act structure in which definitive moments called plot points
control the change in direction of a story from the beginning till the end [16].
Certain forms of storycraft such as feature film-making have a proven record
in managing and orchestrating highly complex production processes by interdis-
ciplinary teams that passionately work and share an extremely complex process.
Their process requires an interpretation of the tacit knowledge embedded in
the scripts to be shared with a vast crowd of interdisciplinary workers. Visual
planning such as story, e.g. through continuity boards, provides an efficient inter-
face to explore options, reflect, discuss and detect problems and make changes
quickly, easily and inexpensively [18].
2.2 Stories as Developer Experiences
Agile development is an exploratory process, which starts with a prioritization
of aspects such as required collaboration and interaction in the software develop-
ment process. Consequently, recent development and design challenges in soft-
ware development require more human-centered approaches and the software
Software Developer’s Journey 207
industry is shifting its demands on software practitioners towards soft skills. In
order to achieve sustainability in software decision making, practitioners should
understand their dependence on their teammates, respect skills and approaches
that they do not master themselves, and be able to cope with personality
differences.
In this paper, we suggest that we should more rigorously organize software
development experiences in terms of stories that can be used for communicating
our development experience to other software practitioners. Furthermore, we
suggest that agile software development demands a concrete but flexible way
with a quick and inexpensive interface to externalize and capture the fleeting
moments of discussion and decision-making in order to improve the quality of
the design and development processes.
3 Software Developer’s Journey
We propose a novel approach to assist teams in coordinating software devel-
opment tasks by using a visual externalization process. The goal is to reveal
important aspects of the software development progress in a visual environment
with the intention to promote transfer of tacit knowledge. Software practition-
ers’ experiences can be in the form of code snippets that solve a known issue,
or propose an alternative approach towards resolving previously encountered
problems.
Firstly, based on the notion of a shared metaphor that is one of the twelve
practices in agile development [19], the second step in the process is to inter-
pret the project tasks jointly with team members by exploring the potential
statements in which such a metaphor is invoked. Here, we interpret software
development as a theory building activity, which aims to bridge the gap between
tacit knowledge and software project documentation by effectively capturing the
design knowledge from an experience-focused perspective.
Secondly, a software team assesses the collected software development expe-
riences into story elements such as actors,domains and artifacts in order to
utilize them in the software design process. The tacit knowledge consists of a set
of rules and procedures that can assist in reaching decisions on specific develop-
ment tasks [20], and hence guides the overal software development process.
Thirdly, a software team identifies the key stakeholder(s), i.e., relevant per-
sonas and contexts as well as the intended experience. The demographics of the
persona and his relationship to the software development tasks are essential for
understanding what defines successful use of the software. Identifying stakeholder
conflicts at an early stage can provide a software team with an understanding of
the emotional consequences that completing or failing software tasks may have.
There is evidence to suggest that such an understanding can have influence the
success of a software project [21].
Fourthly, the projected experience can be contextualized through a visual
representation of all actions that can shared, e.g., by means of an agile
208 M. Yilmaz et al.
Fig. 2. The enhanced agile task-board.
task board1, which may in turn help to coordinate the software development
process (see Fig. 2).
To explore the feasibility of our approach, we initially subscribed to the
guidance of a method called Storyply. This method explores the application of
storycraft in user experience design in order to improve the focus of interdisci-
plinary design teams on the targeted end-user experience [22]. We appropriated
certain stages of Storyply Method in order to test some of our claims on a senior
graduation project conducted by a team of three novice researchers at Cankaya
University Computer Engineering Department (see Fig. 3). The project group
was developing a VR-based application for creating a virtual storytelling expe-
rience about GobekliTepe, which is a pre-historic site about 12000 years old at
SanliUrfa, Turkey. The project lasted for a year and it was supervised by two of
the authors.
The team used Scrumban, which is a combination of Kanban and Scrum, in
their development process. We added two phases from the Backstage of Story-
ply, i.e., Insploration and Categorizing Story Elements, as well as a condensed
version of the On-Stage phase. We were interested in observing the effects of
the Storyply activities on the Scrumban methodology and on the team process
and outcomes. Our preliminary results indicate the effectiveness of the proposed
approach in several respects. Firstly, it helped the development team to build
a shared metaphor. Secondly, the visual progress in the development phase was
1The task board is a visual display of the software development progress.
Software Developer’s Journey 209
Fig. 3. Testing how storycraft resonates with software developers while conducting a
scrumban process with support from storyply.
visible to all team members so that it could be used as a reference in the discus-
sions. Thirdly, this approach helped the team to reveal already at an early stage
the potential problems that needed to be resolved in the software development
process.
4 Discussions
A story is a structural artifact which can effectively be used in software develop-
ment. Software practitioners should focus on software development tasks where
stories can act as a narrative asset that may improve visual planning of soft-
ware development and to keep team motivation alive. Stories can guide software
teams to give priority to the experiences of targeted customers already in the
early stages of the design process.
Stories guide us to create a personal interpretation of a system metaphor,
which is valuable for self-reflection of the software practitioners. A shared
metaphor can help a software team explore the diversity of different perspec-
tives and formalize a shared vision in very early stages of the development. This
is inline with Beck [23] who already suggested that a team should simplify a soft-
ware artifact to fit a a single metaphor. Software practitioners might agree that
the design of a particular software service is similar to an assembly or product
line or it may look like a coffee shop with service personnel and chiefs and cus-
tomers. As it follows a storified life-cycle, the proposed approach also promotes
that software teams may more easily claim ownership of the software artifacts.
An important goal of this preliminary study is to demonstrate the benefits
of a story-driven software development. In fact it is important to capture and
store the excessively valuable tacit knowledge using a rich story-based approach.
Consequently, we claim the need for an emerging skill called creatively engaged
210 M. Yilmaz et al.
software practitioners who also master the process of capturing software develop-
ment experiences. Software practitioners will hopefully recognize the importance
of such an approach and the potential benefits that it can bring.
Although this research envisions a preliminary framework that utilizes sto-
ries in an agile development, more qualitative and quantitative data should be
collected on the proposed approach. In particular, this approach needs further
testing with software teams conducting agile processes and experts should iterate
on the apprach based on such observations. Most importantly, a future cross-
national study involving various software development teams from different coun-
tries is essential. There is, therefore, a definite need for a complementary study
that could also assess the long-term effects of using stories in agile software
development.
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This thesis applies concepts from Vladimir Propp’s model of the narrative structure of fairy tales (Propp’s morphology) to a story authoring tool for children. A computer story authoring application based on Propp’s morphology is developed and evaluated through empirical studies with children. Propp’s morphology is a promising model of narrative for a children’s story authoring tool, with the potential to give children a powerful mental model with which to construct stories. Recent research has argued for the use of computer-based interactive narrative authoring tools (which enable the construction of interactive narrative computer games in which the player can affect or change the plot) to support children’s narrative development, and a number of interactive narrative systems use Propp’s morphology as their underlying model of narrative. These interactive narrative tools have many potential learning benefits and a powerful motivational effect for children, who enjoy using them to create narrative games. The potential of an interactive narrative system based on Propp’s morphology to support children’s construction of narratives seems great, combining Propp’s rich narrative model with the motivational benefits of interactive narrative. Before the application of Propp’s morphology in an interactive narrative game creation tool to support children’s writing could be pursued, it was necessary to study children’s story writing with Propp’s morphology. How can Propp’s morphology be represented in a story authoring tool for children? Can children apply Propp’s abstract narrative concepts to the task of creating their own original stories? How does using Propp’s morphology affect the stories written by children? Using the Propp-based authoring tool that is presented in this thesis children were able to grasp Propp’s abstract concepts and apply them to their own story writing. The use of a story authoring tool based on Propp’s morphology improved some aspects of the narrative structure of the stories written by children, and children reported that they enjoyed using the tool and felt it was helpful to their story writing. This thesis lays the foundation and identifies the methods for further study of children’s appropriation of narrative structure by constructing stories using a story authoring tool based on Propp’s morphology.
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