Introducing EventStorming An act of Deliberate Collective Learning (https://leanpub.com/introducing_eventstorming)
Preface - 25% About this book Who is this book for Notation Acknowledgments How to read this book Version
1. What does EventStorming look like? - 85% Challenging corporate processes Kicking off a startup Designing a new feature for a web app Quick EventStorming in Avanscoperta
A deep dive into problem space
2. A closer look to the problem space - 80% Complexity in a nutshell, or less Organization silos Hierarchy The shape of the problem
3. Pretending to solve the problem writing software - 50% It’s not about ‘delivering software’ The illusion of the underlying model The Product Owner fallacy The backlog fallacy [FIXME: definitely not the first one] The backlog fallacy (rewritten) Modeling is broken Requirements gathering is broken Enterprise Architecture is broken The EventStorming approach
4. Running a Big Picture Workshop - 98% Invite the right people Room setup Workshop Structure Phase: Kick-off Phase: Chaotic Exploration Phase: Enforcing the timeline People and Systems Phase: Problems and opportunities Phase: Pick your problem The promised structure summary
5. Playing with value - part 1 - 95% Explore Value Explore Purpose When should we apply this step?
6. Discovering Bounded Contexts with EventStorming Why Bounded Contexts are so critical Finding bounded contexts Enter EventStorming Structure of a Big Picture workshop Homework time Putting everything together
7. Making it happen Managing Participant’s experience Managing conflicts
8. Preparing the workshop - 30% Choosing a suitable room Provide an unlimited modeling surface Managing invitations
9. Workshop Aftermath - 20% Cooperating domains When to stop? How do we know we did a good job? Wrapping up a big picture workshop Managing the big picture artifact Focusing on the hot spot Documenting the outcomes - TRICKY Emerging structure
10. Big Picture Variations - 50% Software Project Discovery Organization Retrospective Induction for new hires
Why is it working?
11. What software development really is - 40% Software development is writing code Software development is learning Software development is making decisions Software development is waiting
Modelling processes and services
12. Process Modeling as a cooperative game - 100% Context Game Goal(s) Coming soon
13. Process Modeling Building Blocks - 90% Fuzziness vs. precision The Picture That Explains Everything Events Commands, Actions or Intentions People Systems Policies Read Models Value Hotspots
14. Process modeling game strategies - 50% Kicking-off Mid-game strategies Team dynamics Are we done?
15. Observing global state - 10% The transaction obsession There’s more to consistency than it’s apparent to the eye
Modeling software systems
16. Running a Design-Level EventStorming - 10% Scope is different People are different What do we do with the Big Picture Artifact? Where are Events Coming from? Discover Aggregates How do we know we’re over?
17. Design-Level modeling tips Make the alternatives visible Choose later Pick a Problem Rewrite, then rewrite, then rewrite again. Hide unnecessary complexity Postpone aggregate naming
18. Building Blocks - 20% Why are Domain Events so special? Events are precise No implicit scope limitation Domain Events as state transitions Domain Events are triggers for consequences Domain Events are leading us towards the bottleneck Alternative approaches Wrapping everything up Commands - Actions - Decisions
19. Modeling Aggregates Discovering aggregates
20. Event Design Patterns - 5% Discovery strategies Composite Domain Event
21. From paper roll to working code Managing the design level EventStorming artifact Coding ASAP
22. From EventStorming to UserStories - 5% A placeholder and a better conversation Defining the acceptance criteria EventStorming and User Story Mapping How to combine the two approaches?
23. Working with Startups - 2% The focus is not on the app Leverage Wisdom of the crowd Multiple business models
24. Working in corporate environment - 5% Invitation is crucial Manage check-in process The fog-me-fog model Nobody wants to look stupid Wrapping up What happens next? Corporate Dysfuctions
25. Designing a product This is not a tailored solution Matching expectations Simplicity on the outside
26. Model Storming - 0%
27. Remote Event Storming Ok, seriously Downgrading expectations
Patterns and Anti-patterns
28. Patterns and Anti-Patterns - 75% Add more space Be the worst Conquer First, Divide Later Do First, Explain Later Fuzzy Definitions Guess First Hotspot Icebreaker (the) Incremental Notation Go personal Keep your mouth shut Leave Stuff Around Manage Energy Make some noise! Mark hot spots Money on the table One Man One Marker Poisonous Seats Reverse Narrative The Right To Be Wrong Single Out the Alpha-male Slack day after Sound Stupid Speaking out loud Start from the center Start from the extremes Unlimited Modeling Surface Visible Legend
29. Anti-patterns Ask Questions First Big Table at the center of the room Committee Divide and Conquer Do the right thing Dungeon Master Follow the leader Human Bottleneck Karaoke Singer Precise Notation Religion War The Spoiler Start from the beginning The godfather
30. RED ZONE Fresh Catering Providential Toilet Door Malfunctioning
Specific Formats 31. Big Picture EventStorming
32. Design-Level EventStorming Next actions
Glossary - 40% (but do you really care?) Fuzzy by design
Tools Modeling Surfaces Markers Stickies Static pads Recording results
Bibliography
Notes