How to right a good Story

Correcting a good story

As one writes good hooks for stories. And that'?s not all: You' ve got to get over it. "Action" and "Tempo" are two crucial elements in all stories, especially in action/adventure and mystery/thriller novels. That's good - it means your characters are teaching you things about your story.

Writing a good story | News Academy

Discovering an interesting story is only the first part of the story. First of all obey the humans and you will be learning a great deal. It' also good news for youngsters. Encounters with humans are the point of departure. Collect their name, numbers, e-mail addresses, etc. and make sure you stay in contact.

Every second he had a free minute, he would go quietly through his books and ring the bells. However, it is more difficult to validate those with genuine knowledge and to classify the sheer number of those who are blogging, tweeting and writing about their work.

You need to take care of them and have the feeling that they can rely on you. Actually, I appreciate this shattered, much patched up work. A lot of it would be losing their jobs - or perhaps even going to prison - if it were known that they had been talking to the media. As many young reporters as possible should be meeting.

When they don't believe they can trustyou, you won't get anything out of them.

Top 10 hints for writing good user reports

Like the name says, a consumer story is a story about how a client or consumer uses the products; it is narrated from the user's point of view. In addition, it is particularly useful to create reports for a certain function, such as a search for a particular item or a post. This figure shows the relation between the operator, the story and the functionalities of the products (symbolized by the circle).

When you don't know who the people using the software are and why they want to use the software, you shouldn't use it. First, conduct the necessary research, e.g. by monitoring and questioning them. Otherwise you run the gamble of creating gambled tales on the basis of convictions and concepts - but not on the basis of facts and empiric proof.

This is the value that the individual wants to gain or the issue that the individual wants to solve with the game. Personal objectives help you to find the right stories: Wonder what features the software should offer to reach the objectives of the persons, as I explained in my article From Persons to UserStories.

Our users reports are designed as an easy technology that allows you to move quickly. Tales should never be shared with a developer group. It is up to the story owners and the staff to talk about the game. Then you can pursue this strategy and share your story writing as part of your back log maintenance processes.

It utilizes the creative and insight of the creative teams and leads to better case studies. When you cannot include the developer staff in the work with the story, you should consider another, more technical, more technical way to assess it. Make your tales easily understandable.

Below, the model introduces the consumer or client as a personality into the story and makes its benefits clear. It' very much like Rachel Davies' favorite pattern, but I changed the name of the character to the persona's name to link the story to the one. If it is useful, use the pattern, but do not commit to using it all the time.

Explore different ways to create your own story to see what works best for you and your group. A poem is a big, sketch-like, coarse-grained story. Usually it is divided into several case studies, which contain users' feedbacks on early prototype and expansion. It can be imagined as a heading and place holder for more detailled histories.

Beginning with an epic, you can outline the functionalities of the project without specifying the detail. It is particularly useful when it comes to the description of new applications and functions: When you have many in-depth histories in the back log, it is often difficult and timeconsuming to refer the feed-back to the relevant points, and there is a danger of inconsistency.

Breaking down your epic into smaller, detailled tales until they are ready: clear, doable and auditable. The story should not be too big and convenient for a quick run; and there must be an efficient way to see if the story is finished.

If you divide epic into smaller tales, keep in mind to include acceptability criterions. It allows you to describe the requirements that must be met for the story to be complete. It enriches the story, makes it test-driven and makes sure that the story can be presented or made available to the user and other stakeholder.

I would like to use three to five acceptability criterions for more detail. Users' histories were written in Extreme Programming (XP), and early XP books speak more of story maps than of users' story. Success story was recorded on hard-card. Firstly, hard copy maps are inexpensive and simple to use.

Third, you can simply group maps on the desk or walls to verify consistence and integrity and visualize interdependencies. Although your story is saved in electronic form, it is worth using hard copy maps when you are writing new ones. Tales want to convey information. That encourages cooperation, makes things transparent and makes it clear if you quickly insert too many tales because you run out of room on the mural.

My canvas below is a practical way to explore, visualize and organize your story. A great UX is more than just a story. Userstories are useful for recording functionalities of products, but are not suitable for describing users' journeys and for describing them. Add other technologies such as story mapping, work flow charts, story boards, sketches and mock-ups to these.

In addition, users' histories are not a good way to capture technological demands. When you need to talk about what an architecture item like a feature or feature should do, then type your own engineering story or - which is my favorite - use a modelling vocabulary like UML. After all, it is worth creating your own case studies if you are developing a piece of code that is likely to be re-used.

However, if you want to quickly build a disposable prototyp or mock-up to verify an ideas, storytelling may not be necessary. It' not about documentation of your needs; they want to allow you to move quickly and build your own applications as quickly as possible - without causing overload. It can be difficult to write good case studies, but these ten hints will help you tell strong ones.

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