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The Role of Story Cards and the Wall in XP teams: a distributed cognition perspective

, , , and . (2006)Copyright 2006 IEEE. Reprinted from "Sharp, H. and Robinson, H. and Segal, J. and Furniss, D. (2006) The Role of Story Cards and the Wall in XP teams: a distributed cognition perspective. IEEE Computer Society Press, Washington, DC, USA, pp. 65-75. ISBN 0-7695-2562-8". This material is posted here with permission of the IEEE. Such permission of the IEEE does not in any way imply IEEE endorsement of any of University College London's products or services. Internal or personal use of this material is permitted. However, permission to reprint/republish this material for advertising or promotional purposes or for creating new collective works for resale or redistribution must be obtained from the IEEE by writing to pubs-permissions@ieee.org. By choosing to view this document, you agree to all provisions of the copyright laws protecting it..

Abstract

Much of the knowledge used within an XP team is tacit, i.e. it is hidden and intangible. Two tangible artefacts that carry information about the team's work are the index cards which capture stories and tasks to be implemented and the wall where they are displayed (which we refer to as the 'Wall'). It is widely acknowledged that these are key elements supporting the work of the XP team, but no systematic investigation of their role has been reported to date. In this paper, we focus on the use of these artefacts within one XP team. We use distributed cognition, a framework for analysing collaborative work, to explicate the information flows in, around and within the team that are supported by the index cards and the Wall. We then interrogate the models produced using this analysis to answer 'what if' questions.

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