Navigational Distances between UX Information and User Stories in
Agile Virtual Environments
Abner Cleto Filho
a
and Luciana A. M. Zaina
b
Federal University of S
˜
ao Carlos, Sorocaba, S
˜
ao Paulo, Brazil
Keywords:
Agile Practice, User eXperience, User Story, Navigational Distance.
Abstract:
User stories (US) are valuable artifacts to agile teams, being a succinct requirement description with its details
complemented by other artifacts. User eXperience (UX) is an important cross-cutting quality requirement
that has gained spotlight over the past years. Many approaches on merging agile and UX are presented in the
literature, but few have analysed how UX information and US are related in agile virtual environments. This
paper presents a case study which investigates the navigational distances between UX information and USs.
The goal was to understand how agile practitioners linked UX information to USs. To do this, we conducted
a qualitative analysis in 13 requirement documents of three different industry projects and also we explored
the USs derived from such documents. We propose a classification of navigational distances found among UX
information and USs, discussing the pros and cons of each distance type. Our work contributes to motivate
agile teams in rethinking about different forms to organize the information, artifacts and documents in virtual
environments.
1 INTRODUCTION
Studies on agile and User eXperience (UX) prac-
tices are not new in the literature (Brhel et al., 2015;
Da Silva et al., 2011; Sch
¨
on et al., 2017). Issues
about the integration of these two areas have changed
through time. A recent study by Da Silva et al.
(2018) concluded that agile and UX are getting closer
over time, and the tendency is that both merge into
a single practice. The same study still reinforces the
differences among UX and agile, reporting context-
dependency issues, where different teams use a diver-
sity of artifacts and techniques to create shared under-
standing.
UX and agile practices are often seen from differ-
ent lenses. Agile aims to have small pieces of work
delivered to clients in a fast paced manner, receiving
feedback constantly (Brhel et al., 2015; Trienekens
et al., 2018). On the other hand, UX aims to work
with the users emotions and perceptions on the prod-
uct it is using (Garrett, 2010), being it main focus to
enrich the quality of the product, working with non-
functional aspects and to create a holistic view about
the product usage (Hassenzahl and Tractinsky, 2006).
These different ways of working introduce challenges
a
https://orcid.org/0000-0002-7804-0171
b
https://orcid.org/0000-0002-1736-544X
regarding on how agile teams manage the relationship
of agile and UX documentations.
A diversity of virtual and physical tools have
arisen to support team-work. Virtual environments
(e.g. Jira
1
) are widely employed for managing the
diversity and the great amount of information that is
created by agile teams (Akman et al., 2015). User
Story (US) is recognized as the most valuable artifact
to agile teams (Cohn, 2004). Its value comes from it
gives details about software features as well as sup-
ports individuals in managing the team tasks (Sch
¨
on
et al., 2017). Although commonly used, it is known
that USs may not contain all the information an agile
team needs for the software development (Hess et al.,
2017; Kashfi et al., 2017). Agile teams often use other
documents and artifacts to complement the informa-
tion found in USs (Garcia et al., 2019).
Moreover, agile practitioners have struggled on
how to organize the great amount of artifacts that sup-
port their work (Hess et al., 2017). The lack of linking
among relevant artifacts and information, as well as
the excessive number of steps to reach the informa-
tion, can introduce problems regarding the distance
between the artifacts and information.
The literature has reported findings about ag-
ile documentation issues and agile-UX integration.
1
https://www.atlassian.com/software/jira
Filho, A. and Zaina, L.
Navigational Distances between UX Information and User Stories in Agile Virtual Environments.
DOI: 10.5220/0009354801850192
In Proceedings of the 22nd International Conference on Enterprise Information Systems (ICEIS 2020) - Volume 2, pages 185-192
ISBN: 978-989-758-423-7
Copyright
c
2020 by SCITEPRESS Science and Technology Publications, Lda. All rights reserved
185
However, little is known on how UX information are
linked to USs in virtual environments, which are of-
ten used by agile practitioners. With the aim of inves-
tigating this issue, we defined the following research
questions (RQs): RQ1 - How are UX information and
USs connected into software virtual environments?,
and RQ2 - What are the navigational distances found
to access UX information from USs into software vir-
tual environments?.
To answer the RQs, we conducted a case study in
a software development company based in Brazil. In
our study, first, 13 requirement documents of 3 dif-
ferent projects were analyzed to uncover how the UX
information was connected to USs. After, we exam-
ined the USs produced from such documents and its
relationship with other artifacts. We performed all the
investigation considering that USs, requirement doc-
uments and artifacts related to them were stored in
virtual environments.
Our findings revealed that UX information was
spread in different artifacts and in a diversity of ways.
Consequently, this dispersion could introduce a prob-
lem of navigational distance. As contribution our
work presents a categorization of different forms of
navigational distance that can be found between US
and other artifacts.Our results may support other ag-
ile teams in the understanding on how the UX infor-
mation often is distributed around the virtual environ-
ments and how to better organize it. We also provide
some recommendation of how agile teams can avoid
facing issues caused by navigational distances.
2 FUNDAMENTALS AND
RELATED WORK
2.1 Fundamentals
Garrett’s framework (Garrett, 2010), named The ele-
ments of UX (Figure 1), helped us to define what kind
of UX information we were looking for in the doc-
uments and USs. It is a framework containing five
planes describing elements of UX. The planes can be
summarized as following.
The strategy plane aligns users needs with the
product’s objective. The scope plane, defines the
functional specification of the product. Next, the
structure plane, deals with how the system behaves
in a user interaction (i.e. interaction design) and the
arrangement of content elements (i.e information ar-
chitecture). In a further refinement of the structure,
the skeleton plane deals with concrete elements such
as buttons, fields, menus (interface design), content
representation (information design) and with the in-
teraction over user interface (navigation design). Fi-
nally, in the surface plane, the aesthetics elements are
considered to produce a pleasing interface and fulfills
the goals of the other planes. In each plane, Garrett
suggests some UX artifacts that could be used to sup-
port developers in working on each element of UX.
Figure 1: The Elements of UX - Adapted from (Garrett,
2010).
To explore the requirement documents and USs we
adopted the coding technique, a qualitative technique
that relates codes to chunks of text. These codes re-
ceive denominations that give meaning to the chunks
of texts they refer to (Bohm, 2004). Later, these cod-
ifications are revisited and grouped when patterns of
information are identified. For this analysis, we per-
formed three rounds of coding using closed coding
and open coding approaches.
In the closed coding the researcher searches for
chunks of text that match with some concepts that the
researcher previously have. In our case, we used Gar-
rett’s Framework as our concepts (Garrett, 2010). We
also adopted the open coding approach. In this case,
no pre-conception about data labelling is used. The
researcher created new codes that bring meaning to
the chunk of text. Considering the exploration of the
text, first we examined each word or line and coded it.
After, larger pieces or blocks of text are explored, and
new codes emerged from this analysis (Bohm, 2004).
As our main goal was to investigate the linking be-
tween US and UX information, our study was based
on the theory of distances (Bjarnason and Sharp,
2017), which aims to categorize the difference of po-
sition or level among the stakeholders or artifacts in-
volved into the development of software projects. The
distances are related to the effort required to accom-
plish the tasks that constitute the development of the
system. They are classified into eight sub-categories,
being one of them the navigational distance.
Navigational distance describes how distant ar-
tifacts are regarding their positions (Bjarnason and
ICEIS 2020 - 22nd International Conference on Enterprise Information Systems
186
Sharp, 2017). In a virtual tool, as Jira, such distance
can be taken as the length of the path to navigate be-
tween the artifacts, being the length calculated by the
number of links that the individuals have to access to
reach the information (Bjarnason and Sharp, 2017).
2.2 Related Work
Kashfi et al. investigated the challenges software
practitioners face on dealing with UX in software de-
velopment (Kashfi et al., 2017). Among the different
challenges, the authors identified the need for mech-
anisms that improve the traceability between UX-
related and other requirements. Schon et al. carried
out a survey and presented the key challenges in ag-
ile requirements engineering. One key challenge re-
ported was how to manage the diversity of documen-
tation that support agile teams in their work (Sch
¨
on
et al., 2017). Liskin conducted interviews with soft-
ware practitioners and as a result the author classi-
fies the artifacts into different groups according to the
artifacts role in a project. The findings showed that
projects need to make usage of a whole variety of dif-
ferent artifacts, which carries the risk of inconsisten-
cies or inefficiencies emerging from the dependencies
between multiple artifacts (Liskin, 2015).
Kassab, from a survey that compares agile with
waterfall requirements engineering, points that Jira is
the most used tool to support agile practices (Kassab,
2014). Hess and Seyff report that agile approaches
have a strong focus on face-to-face communication
instead of having detailed Requirement Engineering
(RE) documentation (Hess et al., 2017). This empha-
sizes its early analysis, which showed that artifacts
used in agile activities cover key requirements infor-
mation, but its has a lower detail level if compared
with traditional RE artifacts. The authors statement
is based on the results they got from interviews and a
survey with agile team members.
Considering that US is the most popular artifact
used by agile practitioners (Sch
¨
on et al., 2017), many
works have proposed ways of how to write USs. In
2009, Cohn proposed a grammar as a pattern to the
writing of user story which is currently used by agile
teams (Cohn, 2004). Shortly, the grammar contains
elements to picture out the users, their goals, and rea-
sons to do something in the system. Choma, Zaina
and Beraldo extended Cohn’s proposal, creating the
UserX story, from which agile practitioners can add
UX information in the US body (Choma et al., 2016).
The authors concluded that agile practitioners have
difficulties in understanding how a single US can hold
all the UX information they need.
In a literature mapping about agile and UX prac-
tices, Garcia et al. concluded that virtual artifacts are
mostly used as basis for development phases in agile
practices (Garcia et al., 2017). The authors also re-
ported that mock-ups and USs are often used in com-
bination to support the agile developers work. Such
conclusion is also supported by Garcia et al. (2019),
which carried an investigation in an online agile com-
munity, also concluding that mock-ups are adopted in
combination with USs (Garcia et al., 2019). However,
the studies above do not cover how the UX informa-
tion outside the US can still be linked to it.
3 CASE STUDY SETTINGS
The case study was conducted in a software global or-
ganization of financial domain. It is present in twelve
countries, having more then ve thousand employ-
ees. The study concentrated on projects developed in
Brazil. Despite the teams in the company adopted ag-
ile practices, not all the agile principles could be fully
applied. The nature of the company (i.e. financial
sector) demanded for controlled processes. Therefore
the projects, and the teams, can be categorized as ag-
ile in non-agile environments (Gregory et al., 2016).
In such category, the agile teams apply agile prac-
tices, however, they use some structures and proce-
dures closer to the traditional development process.
In this organization, USs are written based on
software requirement documents. The process of re-
quirement specification until the writing of USs of-
ten follows the same steps. Briefly, the US writing
process can be described as following: First, the re-
quirements are raised by the interaction of the Project
Owner (PO) with stakeholders (end-users, managers,
etc.). Such requirements are formally written in the
requirement documents format, which is later sent to
development team. Later, the leader of the project
has a conversation with the development team to de-
cide how the new requirements can fit into a team
work plane. The POs and the requirement team also
answer the questions that the development team can
have about the requirement document.
Subsequently, during a planning meeting, the
leader of the project and the development team have
a discussion based on the requirement document and
then defined general USs that usually are known as
Epics. which is a large US that cannot be delivered
within a single iteration (Cohn, 2004). The Epics
are stored in Jira virtual tool, which is a commonly
used in agile practices (Kassab, 2014). Frequently,
the USs are linked to other complementary documents
that give information about UX or functional require-
ments. These complementary information are stored
Navigational Distances between UX Information and User Stories in Agile Virtual Environments
187
in different virtual repositories. UX information is
found in extra documents, stored into Confluence
2
or
in SharePoint
3
.
In our investigation, we analyzed 13 requirement
documents from 3 different projects related to the fi-
nancial domain, mainly focused on serving as reports
for financial control and risk mitigation. Each project
have about 10 people involved, being these develop-
ers, project leaders and quality assurance specialists.
None of the projects had a UX expert with exclusive
dedication to the projects.
Despite the present study has been done over vir-
tual tools used by the teams (Jira, Confluence and
SharePoint), the results here presented were not de-
rived from specific conclusions based in the particu-
larities of each tool. The only factor that was con-
sidered is that the USs and other documents were
stored in a virtual environment and not exist as tangi-
ble documents (i.e. physical documents). Also, given
data confidentiality issues, no real data will be pre-
sented in this study. To illustrate how we conducted
our analysis, we will take fictitious data, presented as
documents and artifacts. For each of the three stud-
ied projects, one sample document was created, along
with US and its relations to external tools. Three ex-
amples of documents in PDF format are available in
the link here
4
.
4 ANALYSIS APPROACH
Figure 2: Steps of the Analysis.
Considering the underpinnings presented in Section
2.1, a qualitative analysis was carried out by two ex-
perts in UX and Software Engineering: (i) a master
postgraduate student that has about five years of ex-
perience in agile practices in the industry; and (ii) a
senior researcher with over 20 years of experience in
UX and software practices. Figure 2 illustrated the
four steps we followed in the analysis. After the mas-
ter postgraduate student performed a step, the senior
researcher revised and refined the results.
In Step 1 - Uncovering Artifacts, we did not per-
formed any coding process. First, we examined a set
2
Confluence: www.atlassian.com/software/confluence
3
SharePoint: https://products.office.com/sharepoint
4
drive.google.com/drive/folders/1o4251cGs6eftjSGP0D
99yawqbZk4O2gM
of project documents seeking for those that contained
UX-related information. All the documents were
structured in sections, being the main information to
the development team located into sections named use
cases
5
. After exploring the documents sections that
did not contain UX information (e.g. database struc-
tures), were removed from the documents. Given only
UX information were relevant for our study purpose,
and to avoid misunderstandings during the analysis,
we decided to remove these not useful sections from
the documents. Next we proceeded in the analysis by
reading carefully each document, searching for any
UX information. A document was selected whether
at least one UX element was found out.
A total of 13 requirement documents, containing
a total of 68 use cases were analysed. From these, 45
use cases contained aspects related to UX elements.
The process of coding the documents (step 2) was
conducted in the 13 documents selected in the step
1. The coding process was performed in three steps.
First, we applied the closed coding approach sup-
ported by Garrett’s framework (Garrett, 2010). We
labelled a chunk of a document when we found out
an evidence of UX information. The codes assigned
reflected the elements of UX of Garrett’s Framework.
After, we performed an open coding approach. In this
step, we explored all documents creating new labels
for UX information. These new labels represented
UX information that was not explicitly related to Gar-
rett’s elements of UX. Finally, we performed a double
check in all the documents to search for inconsisten-
cies. Figure 3 shows an example of labelling process.
Figure 3: Example of Coding Process.
In Step 3 - User Stories coding, we examined the USs
following the same proceedings performed in step 2.
Given that USs were written based in the requirement
documents, we considered that we could find the same
UX information found in the documents embedded
in the USs or related to them. In this company the
USs were stored only in virtual tool (i.e. Jira). We
carried out the coding process having the USs as our
starting point, also examining whether that US had
connections to other virtual tools. Figure 4 shows an
5
Use case is a generalized description of a set of interac-
tions between the system and one or more actors, in which
an actor is a user or another system (Cohn, 2004).
ICEIS 2020 - 22nd International Conference on Enterprise Information Systems
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example of coding in a US.
Figure 4: Example of Coding Process Did in a User Story.
Step 4 considered the step 3 outcomes to explore
the UX information dispersion in the virtual environ-
ments. We noticed that UX information was spread
in different virtual tools. To examine how the UX
information was hold into the USs, we explored in
which way the information was connected to them.
Such connections could be found through hyperlinks,
attachment, mentions, and so on.
5 FINDINGS
As a final result of our analysis, we mapped the con-
nections among the UX information and other docu-
ments or artifacts into a graph-based diagram. From
this mapping we were able to identify in which ways
the UX information could be connected to the US.
Later, we found out different types of navigation dis-
tances.
5.1 Connections between US and UX
Information
In Figures 5, 6 and 7, we can see where the UX in-
formation relates to USs in the different projects we
explored in this study. The connections between two
elements represent the ways in which the information
can be retrieved. We considered that such connections
comprise the distance of one element to another. The
navigation distance appears in the cases that individ-
uals need to access multiple artifacts in a sequence
to reach the information. The connections we found
out are classified in three different types based on the
fundamentals presented by (Liskin, 2015).
Figure 5: Software Project 1 - Information Distribution.
Figure 6: Software Project 2 - Information Distribution.
Figure 7: Software Project 3 - Information Distribution.
Within / Body connection represents the minor dis-
tance possible to find information from a given arti-
fact or document. This distance is present when an
artifact or document is within another or when an in-
formation is within an artifact or document but not as
an external link or attachment. This type of distance
can be considered a characteristic of a container ar-
tifact, which is an artifact that holds the information
together in one place (Liskin, 2015).
Navigational Distances between UX Information and User Stories in Agile Virtual Environments
189
Link connection consists of a hyperlink to an URL
or location in which the information is stored. Link-
ing can be considered challenging when the parts to
link are not isolated (Liskin, 2015). Poor link man-
agement could lead to the artifacts not having their
relationship properly established, causing a disruption
in further information retrieval processes.
Finally, attachment represents when an artifact is
attached to another. This type of connection is com-
monly found in container artifact (Liskin, 2015). At-
tachments can be directly accessed, which makes the
attached artifact to be an easy way to obtain detailed
information. However, the attached elements can only
exists within the container element and cannot be
accessed otherwise (Liskin, 2015). Therefore when
comparing the same with links, this second option
may be the best. However, the distance may increase
due to the navigation to another environment.
5.2 Navigational Distances Types
Considering the diagrams presented in Figures 5 to
7, we applied the principles of graph theory (Harris
et al., 2008) in order to retrieve the distance among the
information previously mapped. Instead of using the
classification of navigation distances based on num-
ber of clicks (Bjarnason and Sharp, 2017), this study
proposes a classification for the type of element rela-
tionship that the navigation will be performed from.
The information distance is calculated by the distance
between two vertices in a graph, being the number
of edges in a minimum path connecting them (Harris
et al., 2008).
Our results revealed that, for the projects studied,
there are not large distances found among the artifacts
and UX information. Results showed that the total
number of navigation steps required to go to the far-
thest artifacts containing UX information that relate
to each other, varies from 3 to 6 steps. This is an in-
dication that there are no great efforts in order to find
information in terms of navigational steps.
In Figures 5 to 7, we notice that to reach informa-
tion held in UX artifacts from US, developers should
have intermediate artifacts or documents they have
access first. This result shows that UX information
can be hidden when considering USs as the start point
for accessing it, given information can be stored out-
side the US or even within it but not visible at a first
glance. The navigational distance to navigate to other
tools or open an attachment is present and makes the
UX information to require at least a minimal effort to
be seen.
From such results, we could classify the naviga-
tional distance into four types (see Table 1).
Table 1: Navigational Distances Types.
Type Description Characteristics
Zero
UX information is stored
in a single artifact
level (i.e. US)
No need for navigational
distance as all UX information
required is available in one place.
Infinite
No link among two
or more artifacts
UX information is spread in
different artifacts, but there is
no explicit link among them.
Deep
UX information is stored within
an artifact group but spread
across different hierarchy
levels
The more detailed information are
stored in lowest levels in artifact
hierarchy (i.e storing information
in Epic > US > Task > Attachment)
Wide
UX information is stored within
an artifact group but
spread across several places
in same hierarchy level
Information is not stored in
very detailed level (deep) but is
spread in different artifacts of a
same hierarchy level (i.e storing
information across several USs)
Zero and Infinite distances are extreme cases. In zero
distance, there is no need to navigate through the ar-
tifacts, once all required information is stored within
an artifact. The infinite distance, named after a graph
principle that represents the distance among two not
linked points, stands for a navigational distance that is
infinite, meaning that there is no relationship among
the US and the UX information. In such scenario,
the navigation can only happen through a previous
knowledge from the developer. With no explicit re-
lationship available, the virtual environment lacks on
providing traceability of UX information to the devel-
opers. Along with traceability issues, the difficulty on
history retrieval may also be present.
For the deep distance, UX information is stored
in a very detailed level, requiring many navigational
steps to reach the information. In such arrangement
type, the information granularity can be taken as a
pro point. However, whether upper UX information
hierarchy levels have good overview, the need to go
down to the deeper levels is low. Storing informa-
tion in depth, may indicate the usage of only one tool,
given that links to different tools would create a hor-
izontal linkage instead of a vertical one (in a graph-
based hierarchy, see Figure 7).
In wide distance classification, the UX informa-
tion is stored in different places within the same hier-
archy level, making distances to be spread in width in-
stead of depth. A wide distance type can indicate mul-
tiples tools usage or many information being stored in
the same hierarchical level of a given tool, which may
indicate a lack of information granularity.
Different from deep distance type, where detailed
information are stored in a deeper level inside the
same tool, in wide distance the information is placed
in a separate location, specific to the type of UX in-
formation it relates to (i.e. a repository).
ICEIS 2020 - 22nd International Conference on Enterprise Information Systems
190
6 DISCUSSION AND
RECOMMENDATIONS
By answering our RQs, we can discuss the results we
found out. Regarding RQ1 - How are UX informa-
tion and USs connected into software virtual environ-
ments?. Our findings revealed that UX information
could be found embedded into USs, as well as con-
nected by links or attachments. By having the US
holding all the UX information, the developers can
get a big picture of UX (Hassenzahl and Tractinsky,
2006). On another hand, USs are made to be kept
small, so the pieces of work can be done and deliv-
ered in a small period of time (Cohn, 2004). Given
requirements need to be broken into small pieces to
fit the US structure, the UX information dispersion in
many USs is a common scenario in agile practices.
RQ2 - What are the navigational distances found
to access UX information from USs into software vir-
tual environments?. From our results, we noticed
that different navigational distances can be introduced
from USs to UX information. By having the UX in-
formation spread in different tools, developers can
struggle in having the traceability of such informa-
tion, which is reported in literature as one of the main
problems of UX integration in software development
process (Kashfi et al., 2017).
The distance among the UX elements and the
other information found in the mapping performed
in this study indicates loss of UX big-picture, as it is
harder to see all information, or its connections, when
it is dispersed (Da Silva et al., 2018). The analysis
also showed that UX information was distributed in
several tools and artifacts.Considering our findings,
we recommend some good practices to reduce the
navigational distance between USs and UX informa-
tion.
To avoid the UX information duplication, the dif-
ferences of UX and agile should be taken into ac-
count (Brhel et al., 2015). UX work should be done
before the actual development, but not too far from
it (Da Silva et al., 2018), and involving develop-
ers (Brhel et al., 2015). Given a hierarchy level of
storage places, placing “generic” information or arti-
facts in a higher hierarchy level (i.e. Epic) is a good
practice when the same can be shared among several
USs. Moreover, whenever this information needs to
be changed, the modification can be applied in only
one location, diminishing the issue on having differ-
ent version or outdated information or artifact spread
across the virtual environment.
Practitioners should keep the US linked to UX in-
formation by connecting the different artifacts across
the virtual environments. This recommendation in-
tends to avoid the loss of big-picture given the spread
information can still be tracked. Spreading UX ele-
ments across several environments is fine, as long as
it is not duplicated. Overloading USs with much in-
formation may cause it to hold information that could
be used elsewhere. Therefore we believe that storing
UX elements outside USs should be considered an ac-
ceptable approach as long as links are created.
The creation of central repositories to hold UX
artifacts prevents the UX information to be stored in
several USs, making the navigational distance to these
information to have a limited maximum distance (i.e.
the central repository).Central repositories can also be
seen as “landmarks” in the virtual environment navi-
gation, making it easier to remember and find an ini-
tial step for a more detailed search for an specific in-
formation (Vinson, 1999). This practice avoids the
duplication of UX information or artifacts.
Agile teams can define templates to arrange the
UX-related information in the virtual tools. Given the
difference in the tools used by the ones involved in
the team, we believe that the merge between UX and
agile should not be in a tool level, but in a link level.
Agile teams should have an awareness about the
navigational distance they could introduce between
US and UX information. We believe that navigational
distance are not a problem if they are kept at manage-
able levels. Given US structure (Cohn, 2004), plac-
ing UX information outside it is expected, but the re-
lationship among the information in virtual environ-
ments should not fall into the Infinite distance type.
Besides, this awareness can contribute to avoid dupli-
cation of UX information and facilitates information
management and retrieval (Soares et al., 2015).
7 CONCLUSION AND STUDY
LIMITATIONS
This paper presented an investigation on how USs and
UX information are connected in agile virtual envi-
ronments. As a result we presented some navigational
distances types, which can bring problems to agile
practitioners on retrieving and finding UX informa-
tion. We also suggest recommendations to agile prac-
titioners rethink the organization of the artifacts and
documents in virtual environments.
Although the present case study has been done in
the limited context of one organization, the artifacts
and documents we explored are often used by agile
practitioners (Garcia et al., 2019). Additionally, the
theories and processes applied in our study were not
based in a specific context, allowing such methods to
be applied in other scenarios. We also believe that the
Navigational Distances between UX Information and User Stories in Agile Virtual Environments
191
results can be replicated in similar contexts, although
adjustments may be required to better serve the par-
ticularities of each project.
As future work, we intend to conduct an interview
with agile practitioners to gather feedback about our
recommendations. Based on the recommendations
presented in this study, a structure pattern for UX in-
formation arrangement, and its relationship to USs, is
being developed by the authors.
ACKNOWLEDGMENT
We thank the financial support of the Coordenac¸
˜
ao
de Aperfeic¸oamento de Pessoal de N
´
ıvel Supe-
rior - Brasil (CAPES) - Finance Code 001 and
grant #2017/03397-0, S
˜
ao Paulo Research Founda-
tion (FAPESP). We also thank the company for pro-
viding the documents for this study.
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