User stories for integration in Scrum [closed] - integration

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I am working on a project that has very complex integration needs, specifically with receiving and sending EDI data and all the "fun" stuff that happens in between. I can definitely focus efforts around data processing (validation, required fields, transformation), but the problem I am having is how to frame stories and epics in the backlog to plan and track work.
It is very easy to say "As a manager, I can deny a vacation request so that I can make sure that I have enough workers on staff to meet my commitments." Actually, I am very very good at this, but I am very new to this kind of integration effort.
For a big integration project, it is tougher to indicate who the user is, and what the value is. The EDI integration are just interface (non-functional) requirements, but the implementation is a big effort.
Can anyone provide some guidance on how to structure / frame these kinds of requirements in the product backlog I am creating?

Mike Cohn has something to say about this, I think this last paragraph is very relevant
But, you should be careful not to get obsessed with that template. It’s a thinking tool only. Trying to put a constraint into this template is a good exercise as it helps make sure you understand who wants what and why. If you end up with a confusingly worded statement, drop the template. If you can’t find a way to word the constraint, just write the constraint in whatever way feels natural

Scrum does not specify that requirements should be written as user stories and you should use what ever technique best works for you. If you are battling with "AS A" type stories, try "IN ORDER TO AS A I WANT ". If that does not use, use use case modeling.
Requriments are not contracts, but placeholders for communication. The key here is to have just enough information for planning purposes giving the team a sense of knowing what has to be done. The details can be discussed in sprint.

What I do in situations like this is:
1) Try and come up with the simplest bit of end-to-end functionality that we can implement for the integration.
2) Try and come up with a use case for that integration
3) Translate that into stories (optional step: Stories aren't a law of physics. You use 'em if they're useful.)
For example:
1) Okay - looks like authentication is the most trivial thing to implement that touches everything.
2) Hey - authentication by itself is useful. We can use it to know whether this group of users can access the data.
3) "As a site administrator I want to make sure that only authorised stuff have access to Foo to prevent valuable information being publicly accessible"
This way you'll always have a working EDI system - it just cover a subset of the functionality. A subset you can grow over time - hopefully in order of the importance of the functionality to your business.
My real preference however would be to dig a bit further in to why the EDI is being done. Generally it won't be because "EDI" is a feature that people want. It'll be because the EDI is necessary for some other bit of functionality in the system.
In which case, rather than having a separate EDI project, I would much rather use whatever the thing-that-needs-EDI is to drive the development of the EDI layer. The stories in (3) above will then be coming from a live project - and you'll be much more likely to build what you need and avoid waste.

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When should I release my code? [closed]

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I've been holding off on releasing a library I wrote because it is the first library which I'll be releasing publicly. Here are my concerns:
The library isn't complete it is in a very usable state, I'd say it is version 0.3, however it still lacks a number of features which I would like to at some point implement, and control how they're implemented (meaning not merging someones implementation).
I'm fearful of criticism, I know there are a few things which should be reorganized/refactored, but I wrote the initial class quickly to be functional for another project I am working on.
So when is the best time to release? Should I just throw it up on github and work on the issues post-release? Or should I wait until I refactor and feel completely comfortable with what I have written?
Most classes/libraries I see are always very elegantly written, however I have not seen any in very early release stages, are a lot of classes fairly sloppy upon initial release?
Release early, release often.
Criticism is a good thing as long as its constructive. Ignore the haters, pay attention to the folks filing bug reports and commenting.
The internal structure of the code matters, but it matters more if it works for its intended purpose. In general, refactoring will change how code works internally but will not affect how it is used. Same inputs and outputs.
You need to get something half-way
useful first, and then others will say
"hey, that almost works for me", and
they'll get involved in the project.
Linus Torvalds
Linux Times (2004-10-25).
It depends on why you are doing this. If it's to provide something useful and it's useful and has benefits that no other library has, then go for it. Just list the status and what's coming next.
If you are doing this to point to on a resume, get it in good shape (the code, not necessarily feature complete). Imagine a future employer poking around the code to see what it looks like, not downloading and running the code.
Whether you release the code in an incomplete state or not, it's always worthwhile having enough documentation to allow users to understand how to use the library.... even if it's only API docs. Make sure that anything incomplete is tagged as TO DO - it helps to maintain a target list of tasks to complete, and lets users know that the feature/method/whatever hasn't been forgotten.
Providing a set of code style/standard documents (perhaps with architectural notes on class relationships) allows other developers to contribute more readily, and in a manner that enhances the library rather than making it a hotch-potch of spaghetti code. It's never easy releasing a library, then having to refactor, while maintaining backward compatibility for users who have already taken up and are using that library in a production setting.
EDIT
Don't be afraid of criticism... it goes with the territory.
Some critcism can be constructive (take heed of that).
There'll be plenty of other people who criticise your code (for whatever their reason) without being constructive, or who just denegrate your work. The difference is, you've produced the goods, they probably haven't ever contributed to any OS product/library.
Users expect you to fix their problems immediately, or to write their code for them to use your library, or simply say "it doesn't work" without any explanation of what they mean. You have to learn to live with that 24x7x365.
But just once in a while, somebody will thank you for saving them hours of work, or for providing something useful... and suddenly all the stress and hassle feels worthwhile.
I read a document by Joshua Bloch, a pricipal software engineer at Google that talked a lot about the best type of API design. Basically, once you release it, it is more or less set. He says
Public APIs are forever - one chance to get it right
You can check out the slides here. It's definitely worth reading. I have a PDF of it as well; let me know if you need it.

Open sourcing a commercial site [closed]

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I am building a 'software as a service' website that will be charging users a small monthly fee. I am considering changing the Github repository over from Private to Public. Essentially open sourcing it. Is this suicide? I would like the community to be able to benefit from the code. It is unlikely that I will accept any push request so I'm not going to gain anything in that regard. It is community based, so I think most of the value would be lost by someone self hosting it. It is for a very niche audience so I doubt someone else will start a competing hosting. I would really like the code to be in the open, but not at the expense of my idea of course. How does everyone else feel about this? What is common practice?
Conclusion, I'm keeping it closed for the time being. I may look to open source sometime after launch however.
Since you are not going to accept pushes you might as well hold on get your code stable and then publish it for others to learn and benefit from. You are still building the service, so its not going to attract too many eyeballs either.
From a business point of you, you might want to have a reasonable community around your service before you opensource it. if you are still budding who knows if its taken up by a stronger competitor. If your idea is patented its a different story.
To be honest, and this is not likely going to be a popular answer, but to myself, I would keep it closed for a period of time.
The reasons for this are simple, establish your foothold in the marketplace, build your userbase, your brand, then it gives you a mechanism to market your product further by selectively or completely open sourcing components of your system.
I say do it for both personal benefit and potential strategic benefit ... afterall, alot of software IS a service
Most open-source projects stand to provide a return in the right circumstances. Don't forget, unless you have a patent or some massive advance that is so complex and unfathomable that nobody can re-implement it .. if they want to they will anyway, so you have little protection staying closed source anyway ... even more interesting is that the open-source equivalent may well overtake your proprietary one if it garners support.
People may send you great ideas you never thought of, or take your codebase in a direction you would not have predicted. Unless you have significant value in terms of IP or strategic position tied up in the source code ... releasing it will probably do more good than harm.
Also, by being first to the open-source arena with your code, you gain control over any resulting community driven development ... if somone reimplemented your functionality and went open source ... could you compete on any front?
I know it is a cliche, but probably for good reason, but read The Cathedral and the Bazaar and the essay Open Source as a Signalling Device - An Economic Analysis which is an interesting read. Michael E. Porter's texts on competition analysis are interesting when held up against the mixed value economics and competitive forces of open source and shows how disruptive open-sourcing a product can be to competitors ... and how it can add value to your market position. Also, whilst counterintuative, it can raise the barriers to a successful entry by competitors.
More food for thought on the advantages and disadvantages of open sourcing:
What the DoD thinks of open source
Alfred H. Essa "Innovation and strategic advantage: lessons from open source" (warning, journal link)
I like to fix flaws wherever I see them, and perhaps I am one of your users. I'd rather send a patch than send a potentially nagging-sounding email any day.
What benefit are you hoping to gain from making the code open source? If you don't want the input of other developers then there are very few advantages and a whole lot of potential disadvantages.

How do one start a successful open source project? [closed]

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Some time ago I observed a few people trying to start an open source project. About a week after the project started it more or less completely dissolved, partly due to issues with how the project itself was managed.
The ideas behind the project were however very well thought and a lot of people are still interested in seeing it realized. So far no one have made any serious attempt to recreate it but a few of us are thinking about doing so. Of course we don't want the project to end the same way it did last time.
Now to my question. How should one start a successful open source project, where successful is defined as "the project does not die unless no one is no longer interested in the software itself anymore?"
Nice question, though it's more worthy of a book than a simple article, IMHO. And I hope it comes as no surprise that most of the best advice is social, not technical.
Here are some observations in no particular order:
Don't make a big infrastructure investment up front Unless you're already an Apache committer (or somesuch), don't shop around for a sponsoring organization or host your own servers, etc. Get up on GitHub in 5 minutes and don't look back. Put your energy in features.
Lower the barrier for entry Don't make potential contributors jump through hoops or undergo a background check before you'll listen to their ideas. Open source projects are networked economies... you need the energy of others. Even misguided activity is better than no activity on your project. You can always steer the codebase in a better direction later.
Minimize custom code Don't write a custom logging tool or XML parsing API... there are open source implementations that are (1) good enough, (2) better maintained, and (3) better than yours will become anyway. The more energy you can focus on your core problem, the better.
Live on the edge People and organizations will only invest in improving your project if they will directly benefit. Eat your own dogfood. Create dependencies in your other projects (like with your employer) on your open source project, even if it isn't "perfect" yet. (Hint: software projects are never perfect, they're either works-in-progress or dead.)
GitHub is a good place because it makes it easy for someone with even just a little bit of interest to fork your project and apply his/her patches to share with others.
But it's really about the attitudes around your project more than where you host it or other simple considerations like that. Be benevolent, serious, and judicious, keep a community going even though it will be pretty small for a while, and so on. Accept patches that should be accepted, reject patches that should be rejected. Just be a good person, developer, and manager, and apply those skills to your project, and it should be fine.
You are saying it yourself. The most important thing is that it should have people who care enough about it to deal with the problems instead of abandoning.
If no one cares enough, it will die again. Try a different project where you do care enough.
"A lot of people interested in seeing it realized" means nothing if nobody will actually do the work, fight the fights and stay put.
I don't think it's set in stone, but for me the biggest point is that your project should fill a gap in the existing ecosystem. In other words, there has to a space for your project to live.
Other than that, I can say that the best way to stay motivated is to work together with people. You say that there are still a lot of people interesting in seeing it realized. So, why don't those people do something about it? Surely they can do something. I think a common misconception is that contributing to an open-source project means you have to be able to write code.
There's more to it:
Write documentation
Create graphical elements
Discuss features and roadmaps
promote the project
etc. etc.
Sure, not all of these points are applicable to every project, but trying to get people to commit to a project will eventually help you and/or your projectmembers to stay commited as well. You don't want to let down all the other folks on the project, do you? ;-)
This is kind of off-topic on SO, but I'll bite anyway.
Most FOSS projects are started by a SINGLE person. Other people come on board after this person has produced some code that does something vaguely useful. So if you want to start a project, do it yourself, set up a site on something like Google Code, and write some code. The last is the most important.

Handling paper documentation [closed]

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After every new program written a lot of paper documentation remains.
Apart from the usual scribble notes from the programmers there usually is a nice heap of papers containing physical model explanations, calculations and so on (equations, tables, graphs, little pictures describing variables ...)
We usually do numerically intensive calculations in console applications, which are not released to the public (remain in the house, only results go out). Before each project is finished all those papers have to be packed somehow with the application, so that one day, when someone will be reusing parts of it, has some idea what is what in there.
So far, we've been using the 'dirty' solution of just scanning all of it, and packing it up on the disc with the application.
So I was wondering ... for all science guys here in a similar situation ... how do you handle project documentation which is needed, but not released to the public ?
(the one that does, goes to the dtp laddies, and they make it nice and shiny - not our problem anymore :)
I use one of three options:
Keep everything in my lab notebooks, which I archive myself, for low-level stuff
Scan the paper document, and add to source control in pdf. It's ugly, but if someone needs it, it's there
Transcribe the equations, results, etc... in a clean format (usually Latex) for future reference, and again, add to source control. Official paper copy gets signed (I work in a highly regulated domain) and filed in a binder.
In the projects I've worked on we have done a lot of physics calculations in our programs and consequently we have a lot of whiteboard sessions with equations we are working on.
We keep a wiki for each major project and after each whiteboard session we physically photograph the whiteboard with a digital camera and upload/organize it within the wiki. We also scan in paper documents from developers notebooks if it is important and include it in the wiki as well.
Then, we back up the wiki on disc for storage. So our solution is pretty similar to yours, other than we use the project wiki for organization.
If it's important, it seems to me you should treat the internal documentation with the same care with which you treat the public docs.
I create UI paper prototypes when designing the UI of an application, which produces lots of A3-sized papers (in one project we had many desks covered with papers). When the design is ready or it needs to be mailed to somebody, I take pictures of it with a digital camera, so that I can produce a series of pictures showing how to perform some tasks on the UI, which serves as documentation of how the application is meant to work. This serves also as a backup, in case somebody steals/cleans away the original papers.
Here is some of the thoughts... Not so practical though :)
We can make it part of our Check-in notes. This may help the developers going to maintain the application.
Update the requirement document/Low level design document with these items

How to measure "usability" in a specification-requirements document? [closed]

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Starting to look at my last year project now, and so I'm doing the specification-requirements document. Now, it just so happens that this project requires a high degree of "usability" - I dunno if this is the right word in english, but what I mean is that it should be really easy to use from a user PoV. Now - in all the projects I've worked on so far, usability haven't really been a great factor, and so I could just write some gibberish to get around it. I always asked our teachers how they would specify the requirements of usability though, but no one have yet given me an answer I felt was good enough.
Our teachers have always preached that any requirement given on a project should be "test-able", but how do you test how easily accessable your user-interface is?
Say I had a real-time application running. Here it wouldnt be too hard to say "an entry should be deleted in less then 100ms after the initial call". But it's a lot harder to say "The userinterface should be 86% intuitive".
I guess this is a tough nut to crack, but surely I can't be the first person in the world to have thought about this, let alone having problems with it.
... how do you test how easily accessible your user-interface is?
With usability tests.
Basically, you grab a bunch of your friends (because you won't have any money to encourage strangers to participate) give them the documentation a new user would have and ask them to perform the system's key use cases.
Ideally, you want your test users to have at least some of the qualities of your target users, so if your system is aimed at a technical audience then your classmates will work; however, if your system is aimed at the general public then you're going to want to get your friends in Arts, Human Kinetics, etc. to participate.
So how do you turn that into requirements? You identify your key use cases and stipulate what how usable should they be (walk-up usable, a few minutes with the documentation, real actual training...) and then verify that your test subjects can complete the use cases without too much frustration, with the right amount of training, in a reasonable time.
Try to define usability in terms of "test-able" requirements.
You already gave yourself the answer, because usability can be described in terms of requirements like "an entry should be deleted in less then 100ms after the initial call".
What makes a user interface 86% intuitive? This can’t be answered without some form of measurement. You need to ask what features can make a user interface intuitive. Talk to the customer and the potential future users. Gather features (or better dig for them!), which would make working with the piece of software easier.
Maybe you get a list of features like:
The department’s organization must be
shown in a hierarchical tree view.
In this tree view drag & drop must be
possible.
The font size must be
configurable and saved for each user.
On the top of the screen there must
be a list of important links. Each
user may configure and save his own
personal list.
...
Make requirements out of these features. They are “testable” and thus “measureable”. If in the acceptance tests it turns out that 17 out of 20 features are working, you have 85% success.
EDIT: This works in a project environment, where you need to deliver measurements (like in many commercial projects). If you have a "softer" form of project environment where not everybody is poking on figures, then sticking too much on this formalism may be counterproductive since flexibility and agility may suffer from this.
I would advise you against quantifying usability requirements. The problem is not so much that you can't define metrics. You could say, for instance, that
it should take a person not longer than x seconds to find y on the site, or
the conversion rate of the store has to be higher than z%
etc etc
The problem is rather that you have to spend time and resources on finding acceptable target values for your metrics that you can actually reach. What is an acceptable time to find a piece of content?