Book: Introducing Event Storming - Alberto Brandolini

Introducing EventStorming
An act of Deliberate Collective Learning

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

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