Tag Archives: Business Analysis

Gherkin for Business Analysts

30 Jun

Introduction

This article aims to provide an overview & guide to Gherkin. It should help BAs that have been asked to write scenarios …. work in BDD teams … write feature files … or create acceptance tests using the Given/When/Then format.

I’ll provide examples of the Gherkin syntax, why Gherkin is used & how it fits into BDD.

What is this Gherkin you speak of?

Gherkin is a language used to write acceptance tests. BA’s use Gherkin to specify how they want the system to behave in certain scenarios.

My personal definition of Gherkin is: “A business readable language used to express the system’s behaviour. The language can be understood by an automation tool called Cucumber.”

It’s a simple language. There are 10 key words (e.g. Given, When, Then). Because it’s a simple language, it’s understandable by the business. As well as being understandable by the business, Gherkin can be understood by an automation tool called Cucumber. That means Cucumber can interpret Gherkin and use it to drive automated tests. This links BA requirements to automated tests.

Below is an example of an acceptance test written in Gherkin. A BA may write the acceptance test independently, or as a team effort. Each scenario will test one example of the system’s behaviour:

The system’s behaviour needs to match the acceptance tests/scenarios. A feature may have many scenarios that need to pass. For example with a login component: in one scenario (incorrect password 3 times) a user should be locked out. In another scenario (incorrect password 2 times) a user should see a warning error message etc.

The 10 key words of Gherkin are:

  • Given
  • When
  • Then
  • And
  • But
  • Scenario
  • Feature
  • Background
  • Scenario Outline
  • Examples

We’ll go through each key word soon.

Why use Gherkin?

There are two key reasons to use Gherkin:

  1. Gherkin allows Business Analysts to document acceptance tests in a language developers, QA & the business can understand (i.e. the language of Gherkin). By having a common language to describe acceptance tests, it encourages collaboration and a common understanding of the tests being run.

2. Gherkin also links acceptance tests (GIVEN/WHEN/THEN) directly to automated tests. This is because Cucumber can understand Gherkin. Essentially it means if a BA changes an acceptance test – the developer’s underlying Cucumber test should fail and a red light should start flashing!! Therefore we can be confident that the system matches the BA’s specification. It’s an executable specification. It links requirements, tests and code together. It means the requirements are a living document that need to be kept up to date – otherwise automated tests will fail! Similarly, if the documentation changes and the code doesn’t change – a test will fail which is also good 🙂

As part of BDD, teams want to write many automated tests to improve their confidence in the product/releases. Teams want these tests to be understandable + valuable. Gherkin acceptance tests help with that!! Gherkin adds power to the acceptance tests being written by a BA – because they are directly executed as Cucumber automated tests.

Basic Syntax

Let’s go through the 10 key words.

  • Given, When, Then, Scenario

Above is a simple acceptance test. It uses 4 of the 10 key Gherkin words.

Given. This puts the system in a known state. It’s a set of key pre-conditions for a scenario (e.g. user has logged in, user has money in their account etc)

When. This is the key action a user will take. It’s the action that leads to an outcome

Then. This is the observable outcome. It’s what happens after the user makes that action

Scenario. This is used to describe the scenario & give it a title. The reason we do this is because a feature or user story will likely have multiple scenarios. Giving each scenario a title means people can understand what is being tested without having to read all the Given/When/Thens. A scenario title should be succinct. Some people follow “the Friends format” e.g. The one where …. the user has insufficient funds.

  • And

This is used when a scenario is more complicated. It can be used in association with Given, When, or Then. Best practice is to avoid having lots of Ands. Having lots of Ands can indicate that a scenario contains unnecessary information – or that a scenario is infact multiple scenarios.

Some people avoid using And in association with When … because this implies a scenario infact needs to be broken down into multiple scenarios. Typically you only want one when (i.e. action) per scenario.

  • But

Can be used in association with Then. It’s used to say something shouldn’t happen as an outcome. I’ve literally never used this one!!

  • Feature

Feature is used to give a title for the feature/piece of functionality. A feature contains lots of scenarios. For example “Sign in” might be a feature … or “push alerts” …. it’s the title of a piece of functionality.

The same way that scenarios have titles, feature have titles.

A feature file is a file that contains Acceptance Criteria (bullet points describing the rules / high level behaviour) & Scenarios (these are written in Gherkin; they test instances of the rules). Essentially it can be used to contain all the detail for a feature It’s usually stored on GitHub & its basically a text file with an extension of .feature.

  • Background

This sets the context for all scenarios below it. If you find that scenarios have common Given/Ands, Background can be used to eliminate the repetition.

Background is run before each of your scenarios. Scenarios can still have Given/When/Thens.

  • Scenario Outline / Examples

These are used together. They are used to combine a set of similar scenarios. Essentially you create a table and enter in values … rather than writing a scenario for each set of values. It can mean you have one scenario rather than 10 similar scenarios & makes the feature file much more readable.

  • Other stuff

Tags can be used to group acceptance tests. These aren’t part of Gherkin syntax, but are good practice. For example you can use @manual to identify manual acceptance tests. Or @javascript-disabled, @signed-in-users @edge-case @jira-103. A scenario can contain multiple tags – and you can create your own tags.

Steps are the name of anything below the scenario title. It’s the steps that a test will run through for a scenario (e.g. your Given / When / Then)

How it fits into BDD

As part of BDD the developer will write a test before the code. That means the test will initially fail, because the developer hasn’t write the code yet. It ensures each piece of functionality has automated test coverage

Tests should be behavioural in BDD. They should be a high level tests describing user functionality (i.e. not a unit test). Gherkin ensures behavioural tests are written.

Below is a typical BDD process:

The BA would write a feature file (includes bullet point ACs and Gherkin scenarios). This would be 3 Amigo’d with a developer/QA.

The developer would write step definitions for a scenario:

This would cause the test to fail because there is no code yet to pass the functionality. The developer writes code that means the system behaves as specified. The test passes.

Now if anyone changes the Gherkin scenario – it should result in the test failing.

Automated BDD tests reduce manual testing; this means we can have greater confidence when performing regular releases. By using Gherkin,those automated tests can be understandable by everyone. And the tests are hooked into the BA requirements.

Summary

Hopefully you can see the benefits of using Gherkin. I’ve tried to explain the what Gherkin is, why it’s used & the key syntax.

Hopefully the article provided a useful overview of Gherkin.

You should be able to take this little Gherkin quiz !!

Answers are below:

1 C

2 G

3 B

4 D

5 E

6 I

7 J

8 F

9 A

10 H

Advertisements

Product Backlog Refinement in SCRUM

16 Jun

Within the Scrum Framework – there are numerous GASPs (Generally Accepted Scrum Practices). The following 4 meetings are all GASPs:

• Sprint Planning
• Daily Stand-up
• Show and Tell/Sprint Review
• Sprint Retrospective

There have been efforts to include a 5th meeting to the list of GASPs:

• Product Backlog Refinement (PBR session)

AIM OF THE PBR SESSION
The overall aim of this meeting is to manage the product inventory and ensure that the product backlog (i.e. anything outside of a Sprint) is up-to-date. This is done through the following PBR activities:

I) Refinement:
• Progressively breaking down large items (EPICs) into smaller items (features/use cases etc) that can be implemented in a single Sprint
• Grouping items based on commonality (technical delivery/product goal etc)
• Adding detail – such as acceptance criteria – to items in order to generate a common understanding

II) Estimation:
• Pre-Sprint, high-level estimation of items in the product backlog will facilitate delivery planning
• Methods include – story point estimation (e.g. planning poker on the Fibonacci sequence), t-shirt sizes, bucket estimation, blink estimation

III) Prioritisation:
• Items are prioritised according to business value (this is primarily identified by the Product Owner/stakeholders/user data)
• Items are independent as per the INVEST criteria – therefore the order of items on the product backlog leads to a prioritised Sprint backlog

IV) “Ready” state:
• Items are discussed – with issues/questions/actions being identified
• Agreement on what needs to be done in order to get items into “Ready for development”/”Ready for Sprint”

V) Communication:
• Team understands the bigger picture – i.e. the vision beyond the current Sprint

VI) Ideation:
• New, high-level user stories are discussed and added to the Product Backlog
• Bringing together members of the business and technical team to discuss ideation facilitates collaborative product development within a cross-functional team

GENERAL FORMAT OF THE PBR SESSION
I) Timing:
• Regular – product priorities/understandings are dynamic. The product backlog must therefore be responsive to change. It is recommended that PBR sessions are held every Sprint or 2
• Scheduled – Typically mid Sprint in order to avoid conflict with the Sprint Planning/Show and Tell/Retrospectives
• Duration – Timeboxed – typically to 1.5 – 2 hours

II) Participants:
• The Product Owner is primarily responsible for the Product Backlog. The Scrum Master is responsible for facilitation and the removal of obstacles. Attendance of both is therefore mandatory
• Team members – invited – however attendance is optional. Details of which stories will be discussed in the session should be provided in advance (this enables users to decide whether or not to attend)
• Small number of stakeholders can be invited to assist with prioritisation. Representation from both the business and technical team is preferred

III) Agenda:
• The entire product backlog is not discussed. Instead the agenda should cover items that are likely to come up in the next 3-4 Sprints
• The session should aim to achieve the following:
•• Agreement on story breakdown/high level definition
•• High-level estimation
•• Item prioritisation
•• Agreement on actions necessary to get items into a “Ready” state
•• Discussion of any new ideas
• At a high level – the aim of the PBR session is to ensure that items in the Product Backlog meet the DEEP criteria (Detailed Appropriately, Estimated, Emergent and Prioritised)

Applying Agile principles to requirement analysis

23 May

Background

The Agile methodology originated within the software development industry. Since its inception in 2001 – Agile has expanded beyond an initial developer-centric community – to being embraced by multi-discipline teams working across numerous industries.

The antecedent of Agile within IT was the Waterfall methodology. The Waterfall framework consisted of a series of sequential, discrete phases – with each phase conveniently mapped to a role/responsibly:

Analysis Phase             -> Requirement Analysis (Business Analysts/Product Owners)

Design Phase                -> UX (Designers/Usability Experts)

Development Phase  -> Software Development (Developers)

Testing Phase               -> QA (Manual Testers and Developers in Test)

Delivery Phase             -> Release Management (Project Managers)

Due to the increasing popularity of Agile – requirement analysis has been encouraged to transition from being a stand-alone phase owned by BAs/POs – to become a project facet that can incorporate Agile principles.

In what ways can requirement analysis adopt Agile principles?

Collaborative requirement analysis

Prior to Agile – the practice of the development team being presented with an upfront, non-negotiable, detailed requirements document (BRD/functional specification etc) was common. With the advent of Agile – requirement analysis should no longer be restricted to the interaction between BAs/POs and the business – instead we should embrace collaborative requirement analysis:

A popular collaborative requirement technique is the “3 Amigos”.  This process involves the developer, BA and QA discussing the requirement specification in a workshop. Each Amigo will offer a unique perspective – through discussions the Amigos will identify edge cases, undefined requirements, opportunities and potential reuse. The 3 Amigos technique can also reduce the risk of incomplete features being pushed into development by the product team – requirement specifications must be pulled into development when they have been reviewed and accepted by the 3 Amigos.

Collaborative requirement analysis facilitates a project-wide sense of ownership – and also communicates a common understanding of what features need to be built. Collaborative requirement analysis produces more robust specifications – and reduces the role-based silos that can exist on projects.

Detail as an emergent property

Agile artefacts such as technical spikes and development iterations mean that high-level requirements can be considered sufficient at project initiation. Low fidelity requirement assets (e.g. user stories /”back of the napkin” designs) should be employed on Agile projects:

Just-in-time requirements analysis (JITRA) has a concept that requirements should only be specified at the level of detail required for upcoming development. JITRA states that the further in advance of development requirements are defined – the more probable that requirements will become out of date, leading to rework and wasted effort.

Detail should emerge when it is required – which is typically towards the middle/end of the project lifecycle. Initial requirement analysis should be focussed on business justification and solution scope.

Embrace change

Specifications will evolve throughout the project lifecycle; all team members must acknowledge the benefit of responding to change. Adapting to changes in circumstances/urgency/understanding is crucial – requirement analysis should be considered an iterative rather than exhaustive process:

In terms of systems theory – project teams should be viewed as open systems. As the system will tend towards a steady state – change should be encouraged and communicated at an organisational level. Regular priority sessions, stakeholder workshops and competitor reviews should be used to mitigate resistance to change.

Incorporating feedback is crucial to the success of a project. Requirements are not unchangeable statements – they only reflect the current and expected situation, both of which are liable to change.

Necessary documentation

The adoption of Agile principles does not mean that requirements should not be documented. Requirement documentation is vital for developers, QA and the business stakeholders:

The principle of living documentation should be embraced. This means that all documentation needs to be accessible and up-to date. Business users, developers and QA should be able to request requirement changes. Documentation is most valuable when it is understandable by all team members, available and responsive to change.

Lightweight documentation such as feature files and high level process maps summarise the output of the requirement analysis process. The Agile methodology encourages appropriate documentation – superfluous detail is wasted effort; Agile does not negate documentation.

Continuous process improvement

Requirement processes should not be viewed as immovable obstacles. Instead these processes should evolve and adapt to meet the needs of the project. Where a process or artefact ceases to produce the expected value –it should be reviewed and changed by a self-organising team:

Retrospectives are a popular technique for identifying improvement opportunities. Team members meet to discuss what the team needs start doing, stop doing, and continue doing. Regular (every 2/3 weeks) and actionable retrospectives provide an open forum for continuous process improvement.

Requirement analysis processes (to-be-analysis, process mapping, stakeholder workshops etc) can always be improved. A technique that is effective for one team – may not be effective for another – or at least may require several modifications.

Continuous delivery

The Agile methodology promotes product iterations and regular releases. In order to align with this ethos, requirement analysis must produce a constant output – a steady flow of requirements will avoid the “big bang” requirement delivery that characterised the Waterfall methodology:

Minimum Viable Product (MVP) provides the scope of requirement analysis. The MVP will be delivered in multiple iterations – requirement analysis must be constantly baselined against the MVP and ensure that there is a sufficient specification available for each delivery.

Shorter delivery timescales encourages more frequent requirement analysis output. Specifications should be aligned to the MVP – features need to be deliverable and contribute to the MVP vision.

Conclusion

Iterative, collaborative Agile development has replaced the sequential Waterfall development methodology. Prior to Agile – the product team could hand over a list of detailed requirements – which would then be used by developers to build the product. In order to align requirement analysis with Agile development practices – the following principles need to be applied: requirement collaboration, iterative specifications, embracing change, necessary documentation, continuous improvement and continuous delivery. By adopting these principles requirement analysis will transition into the Agile world, produce better specifications and ultimately lead to greater quality products.

Gamification

22 May

GAMIFICATION is the application of gaming constructs to non-game contexts.

Gaming constructs:

• Immediate rewards/feedback (e.g. badges, points, likes etc)
• Measurable progress path
• Task/challenge based
• Problem solving
• Fun factor
• Player centric

Non-game contexts:

• Personal finance (https://www.mint.com/)
• Location-based social networking (https://foursquare.com/)
• Technical forums (http://stackoverflow.com/)
• Test driven development (http://www.happyprog.com/tdgotchi/ – requires Eclipse)
• Software development tutorials (http://www.codecademy.com/)

Is Gamification effective?

The aim of Gamification is to apply the mechanics of gaming in order to reward user engagement and encourage a sense of achievement.

As a buzzword – Gamification is trending (http://www.google.com/trends/explore#q=gamification) and there is evidence that Gamification can produce some benefits:

gamification_google_trend

However – there have been MANY criticisms of Gamficiation. These range from:
• Gamification relying on extrinsic rewards rather than intrinsic motivation. This produces a failure to offer long-term, sustainable value. As with Foursquare – the appeal offered by Gamification is typically one of novelty
• Overreach. It’s been adopted too far beyond its intended remit – “Gartner Says by 2014, 80 Percent of Current Gamified Applications Will Fail to Meet Business Objectives” (http://www.gartner.com/newsroom/id/2251015)
• My favourite criticism is here: http://gamedeveloper.texterity.com/gamedeveloper/201105?pg=58#pg58

Summary

Aspects of Gamification are appealing,  when applied correctly there is evidence that Gamification can increase initial engagement. However as an approach to generate meaningful, long term changes – the jury is out.

If you’ve read this far – congratulations you’ve won a “Gamification badge” 🙂

How 2 types of BA can transition from Waterfall to Agile

25 Apr

Introduction

Most BAs have experience of traditional Waterfall development. Within the Waterfall framework there are the following sequential phases:

-> Analysis
-> Design
-> Development
-> Testing
-> Delivery

Waterfall projects kick-off with an “Analysis” phase. This is designed to assess the problem and scope out a solution (as-is and to-be analysis). The project will then progress through the remaining discrete phases – until the product is delivered.

In the same way that the “Design” phase had designers, the “Testing” phase had testers, the “Analysis” phases had analysts (BAs).

After working on a number of Waterfall projects – I noticed that 2 types of BA evolved.

TYPE A (“Specialists”/”Purists”)

• These individuals were lucky enough to work in a mature BA practice. The analyst role was well established – BA deliverables were often standardised (e.g. BRD templates/peer review)
• They focused primarily on the “Analysis” phase of a project – in the same way that designers focused on the “Design” phase
• When the “Analysis” phase was complete – they moved onto another project. It wasn’t uncommon for a BA to work on multiple projects/workstreams simultaneously

TYPE B (“Generalists”)

• These individuals almost had to define their own roles. They worked in organisations where the BA role/responsibilities weren’t fully understood
• BAs were treated as generalists. They were often asked to “do a bit of everything”
• Their deliverables stretched across the project lifecycle and included: requirement specs (“Analysis” phase), wireframes/low fidelity mock-ups (“Design” phase), clarifying queries from the dev team (“Development” phase), testing the product (“Testing” phase) and creating user guides/training end-users (“Delivery” phase)
• These individuals worked on individual projects – and were often influential

How can these 2 types transition into Agile?

TYPE A (”Specialists”/“Purists”)
• These individuals can continue to focus on specifying new features (i.e. requirements/acceptance criteria). In order to maintain a purist approach they will need to work 1 Sprint ahead of the developers. Most of the work they produce will go into the following development Sprint
• Career progression -> Senior BA role

TYPE B (“Generalists”)
• These individuals can continue to focus on a diverse range of deliverables: they can produce requirement specifications, provide design feedback, facilitate product planning, support development and perform ad-hoc testing. In order to provide the developers with a constant backlog of work – they will need to spend 50% of their time on the current Sprint and 50% of their time on the upcoming Sprint.
• Career progression -> Product Owner (possibly also Scrum Master role)

Thoughts/feedback?

What is your opinion? Are there TYPE As and TYPE Bs? Where do they fit in an Agile world?

Image

Brian the Business Analyst – part 2

24 Apr

brian_the_ba_pt2

Image

Using Google to translate business requirements

21 Apr

google_translate