Agile Glossary

User Story Template

What is User Story Template?

A user story template is a common format used to write user stories that help you include key pieces of information about that user story.

One particular template, often referred to as “As a… I want to… So That…” is the most commonly recommended aid (often outgrown once past the novice stage) for teams and product owners starting to work with user stories and product backlog items in general:

  • As a (who wants to accomplish something)
  • I want to (what they want to accomplish)
  • So that (why they want to accomplish that thing)

An example:

  • As a bank customer
  • I want to withdraw money from an ATM
  • So that I’m not constrained by opening hours or lines at the teller’s

Also Known As

Another name is the “Connextra format”, in recognition of its origins (see below).

Expected Benefits

This template serves as “training wheels”, reminding people in conversation about user stories to pay attention not just to “what” the desired software product is to do, but also “for whom” it does it and in pursuit of “what objectives”.

Common Pitfalls

Many novice teams fall into rote application of this or some other user story format. In fact, such formats are intended more as checklists. A more relaxed phrasing is often just as effective at communicating the overall intent of a user story. Since the greatest amount of detail about a user story will in any case arise in conversation between members of the team, often quite sometime after initially writing a story card, spending much effort and time on complying with user story templates is without much point.

Origins

  • 2001: the “role-feature-reason” format for expressing user stories is invented at Connextra in the UK

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Additional Agile Glossary Terms

Mock Objects (commonly used in the context of crafting automated unit tests) consist of instantiating a test-specific version of a software component.
Version control is not merely "good practice" but an enabler of a number of Agile practices, such as continuous integration
Definition of Ready involves creating clear criteria that a user story must meet before being accepted into an upcoming iteration. This is typically based on the INVEST matrix.
Antipatterns are common solutions to common problems where the solution is ineffective and may result in undesired consequences.
An iteration is a timebox during which development takes place. The duration may vary from project to project and is usually fixed.
Mock Objects (commonly used in the context of crafting automated unit tests) consist of instantiating a test-specific version of a software component.
Mob Programming is a software development approach where the whole team works on the same thing, at the same time, in the same space, and at the same computer.

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