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ROCK BREAKING
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Classroom Contents
User Story Mapping - Developing a Shared Understanding
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- 1 USER STORY MAPPING DEVELOPING A SHARED UNDERSTANDING
- 2 SEARCHING FOR SOLUTIONS
- 3 WHAT IS THIS GAME? WHO WAS THIS GAME FOR?
- 4 THE BROKEN TELEPHONE GAME
- 5 SHARED DOCUMENTS ARE NOT SHARED UNDERSTANDING
- 6 INSTEAD OF DESIGN TABLETS USE THE NOW AND LATER MODEL
- 7 OPPORTUNITY CANVAS
- 8 BE FLEXIBLE REQUIREMENTS ARE JUST IDEAS
- 9 GET A GROUP TOGETHER AND COLLABORATIVELY TELL A STORY
- 10 THE PRODUCT FRAME: BUILD A MORNING ROUTINE
- 11 TIMERS UP: FIST OF FIVE
- 12 PLACE ON THE BOARD IN CHRONOLOGICAL ORDER
- 13 FORMING THE BACKBONE
- 14 FIRST MILESTONE
- 15 WHO IS IT FOR? Fit Types
- 16 DISAGREE AND COMMIT
- 17 ROCK BREAKING
- 18 ASSIGNING WORK AND ESTIMATING
- 19 BUILD LESS
- 20 THERE'S ALWAYS MORE TO BUILD THAN YOU HAVE THE TIME OR RESOURCES TO BUILD
- 21 MINIMUM VIABLE SOLUTION
- 22 EVERY RELEASE IS AN EXPERIMENT
- 23 BUILD WITH AN INCREMENTAL STRATEGY
- 24 WHY I CHOOSE TO CONTINUE TO STORY MAP
- 25 WHAT TO BUILD FIRST
- 26 ALTERNATE POINTS OF VIEW
- 27 GROUP BUY-IN
- 28 STORIES ARENT A WRITTEN FORM OF REQUIREMENTS STORIES AREN'T THE REQUIREMENTS STORIES ENCOURAGE CONVERSATIONS, INTERACTIONS, AND QUESTIONS, WHICH LEAD TO A BETTER UNDERSTANDING