User story

Here is the first post I have posted in a while. In all honesty, I have not managed to do any further work on any of my projects over the two week break. This is primarily due to some personal issues that I had over the past few weeks which meant I was not in the correct frame of mind to continue. I will endeavour to continue my creative projects when that time comes, if indeed it ever does.

For the first assignment we have been given since coming back, we are required to create a user story, which is essentially a persona of someone who will use a product. User stories are important within several Agile frameworks (Waldock, B, 2021), particularly Scrum in developing the product backlog as they are used to address numerous requirements that arise during a project and also to visualise the type of person that would relate to a creative artefact. While I have tried two forms of Agile framework, I have not really explored user stories yet.

For this assignment, I need to choose one of my artefacts from one of the two rapid ideation sessions I did and apply a user story to it. For this, I am going to choose the Curupira.

The Curupira is essentially a creative artefact that was designed with a view to being part of a bigger creative artefact – a game. So for this purpose, I will essentially write up a user story about the game that Curupira belongs in.

The user story
  • Name: Greta
  • Role: Sixth form student (Year 12)
  • Description: Greta is a really keen gamer and enjoy playing a variety games in her spare time. However, she has also started to become politically aware and is beginning to pay more attention to what is happening in the world. She is becoming angry at the injustice in the world, realises she needs to take action to protect her future and the future of all her peers and is becoming prepared to take to the streets to demand change. She is particularly interested in the environment and the effects of climate change. While she does not yet possess a lot of knowledge as she is only starting to become aware, she is very keen to educate herself and develop their knowledge of the leading causes of the climate crisis as well as the solutions.
  • Key quote: ‘There is no Planet B’
  • Demographics: Mid to late teens, secondary school or sixth form student (Generation Z)
  • User goal: To educate herself about the causes and effects of climate change through a medium which is interactive, fun and also informative; so that she can use this knowledge when campaigning for the environment.


Waldock, B, 2021. Agile Movement and Practice. [image] Available at: <> [Accessed 16 April 2021].

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