SOLID User Stories?

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As a developer it can be very useful to use principles such as SOLID and the Four Rules of Simple Design to help me write better code. But it struck me that it might be helpful to apply the SOLID principles to writing effective user stories.

SOLID Principles

So a quick recap of what the SOLID Principles are firstly. They are a list of principles to help create easily maintainable object-orientated code introduced by Robert Martin. Thanks Uncle Bob!

  • Single responsibilty principle
  • Open/closed principle
  • Liskov substitution princple
  • Interface segregation principle
  • Dependency inversion principle

Single Responsibilty Principle

A class should only have one responsibility.

It struck me that user stories can become overly complicated and try to cover too many requirements. If a user story is broken down to its smallest possible size I think it helps the story to move across a kanban board more easily.

The developer working on it will have a clearer idea of what is expected of them. Testing time should shorter as it will be clearer if it has succeeded or not. Risk of deployment should also be reduced smaller changes will be going to production.

Just as a single class can have many tests, a single responsibilty user story can have many acceptance criteria.

If a user story adds value once complete, then I can’t really see how a user story could ever be too small. For example if a form is required, I would be tempted to identify which fields are absolutely required then they would be one user story. Each added value such as email validation or user name checking should be a user story in their own right. This is because value can be gained without them and more value will be gained with them.

Open Close Principle

A software entity should be open to extension but closed to modification.

So new features in software should be able to be implemented by adding new code to extend the currect functionality, by using inheritance for example. You shouldn’t need to modify the existing code.

I think user stories can behave in a similar fashion. When slicing a new feature each story should keep adding value on top of the value from previous tickets. If a user story conflicts with a previous story and means a previous story needs to be modified then waste is being created.

Liskov substitution princple

The Liskov substitution principle states that if S is a subtype of T, then objects of type T may be replaced with objects of type S without altering the properties of the program.

While this doesn’t directly compare with user stories, I feel that user stories can often extend other stories. As in, build upon or modify existing functionality. When creating user stories that do this, it may be helpful to keep the Liskov substitution principle in mind. By thinking if the modification in the new user story will alter or conflict with existing functionality, unpredicted and undesirable side effects may be avoided. That isn’t to say that changing functionality is a bad thing, just that as you move towards more granular user stories, taking a step back and thinking of the wider user story can be useful.

Interface segregation principle

Its better to have many specific interfaces than one large general one.

By following this principle, code can be much easier to read as the smaller, specific interfaces are much better at conveying the intent of the code over a large interface with many methods that might not even be used. Furthermore, the increased coupling that will come from a large interface will make the software less flexible.

Larger user stories can come with the same issues as large interfaces. When there are multiple requirements the intent of the story can become confusing. Smaller user stories better convey the intent, and will be easier to assess if the desired value has been achieved.

Also, smaller and separate user stories have less chance of coupling the solutions together. Much in the same way as to pass a unit test you should do the smallest amount necessary, you should also do the smallest amount needed to get the value from a story. If more requirements arise, these should form new user stories.

Dependency inversion principle

Dependency inversion means that high level components should not have dependencies on lower level components. This inversion can be achieved through abstracting the lower level components behind interfaces.

While user stories don’t have dependencies in the same way that a class can, I think it could be helpful to ensure higher level user stories don’t have reference to and depend on lower level stories. For example, a user story for a new checkout form to increase conversion wouldn’t need the details of a lower level story for the email validation on the form. If it did, it would be over complicating the form story and slowing down getting value. However the lower level story would obviously need to have knowledge of the higher level story.

SOLID User Stories?

After thinking how the SOLID principles can be applied to user stories I can’t see them becoming the new standard to assess user stories anytime soon. However, thinking of why the SOLID principles are useful has definitely made me think more about what makes a good user story and how I can improve ay I write in the future.

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