Tasks-in-interaction: paper and screen based documentation in collaborative activity
CSCW '92 Proceedings of the 1992 ACM conference on Computer-supported cooperative work
From Web press to Web pressure: multimedia representations and multimedia publishing
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Contextual design: defining customer-centered systems
Contextual design: defining customer-centered systems
Computer Supported Cooperative Work
Agile software development ecosystems
Agile software development ecosystems
The Myth of the Paperless Office
The Myth of the Paperless Office
From Cards to Code: How ExtremeProgramming Re-Embodies Programming as aCollective Practice
Computer Supported Cooperative Work
User Stories Applied: For Agile Software Development
User Stories Applied: For Agile Software Development
An Ethnographic Study of XP Practice
Empirical Software Engineering
Extreme Programming Explained: Embrace Change (2nd Edition)
Extreme Programming Explained: Embrace Change (2nd Edition)
Social Behaviors on XP and non-XP teams: A Comparative Study
ADC '05 Proceedings of the Agile Development Conference
An Environment for Collaborative Iteration Planning
ADC '05 Proceedings of the Agile Development Conference
Agile Offshore Techniques - A Case Study
ADC '05 Proceedings of the Agile Development Conference
Lessons Learned from an eXtremely Distributed Project
AGILE '06 Proceedings of the conference on AGILE 2006
The Role of Story Cards and the Wall in XP teams: A Distributed Cognition Perspective
AGILE '06 Proceedings of the conference on AGILE 2006
Agile Coaching in British Telecom: Making Strawberry Jam
AGILE '06 Proceedings of the conference on AGILE 2006
Ambidextrous coping strategies in globally distributed software development projects
Communications of the ACM
Can distributed software development be agile?
Communications of the ACM
The uses of paper in commercial airline flight operations
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Moving office: inhabiting a dynamic building
CSCW '06 Proceedings of the 2006 20th anniversary conference on Computer supported cooperative work
Ethnographically-informed empirical studies of software practice
Information and Software Technology
FASTDash: a visual dashboard for fostering awareness in software teams
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Evaluating Pair Programming with Respect to System Complexity and Programmer Expertise
IEEE Transactions on Software Engineering
Does the XP environment meet the motivational needs of the software developer? An empirical study
AGILE '07 Proceedings of the AGILE 2007
XP south of the equator: an eXPerience implementing XP in Brazil
XP'05 Proceedings of the 6th international conference on Extreme Programming and Agile Processes in Software Engineering
The social side of technical practices
XP'05 Proceedings of the 6th international conference on Extreme Programming and Agile Processes in Software Engineering
XP expanded: distributed extreme programming
XP'05 Proceedings of the 6th international conference on Extreme Programming and Agile Processes in Software Engineering
A distributed cognition account of mature XP teams
XP'06 Proceedings of the 7th international conference on Extreme Programming and Agile Processes in Software Engineering
DiCoT: a methodology for applying distributed cognition to the design of teamworking systems
DSVIS'05 Proceedings of the 12th international conference on Interactive Systems: design, specification, and verification
Editorial: Collaborative and social aspects of software development
International Journal of Human-Computer Studies
The role of physical artefacts in agile software development: Two complementary perspectives
Interacting with Computers
Organizing self-organizing teams
Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 1
Using ethnographic methods in software engineering research
Proceedings of the 32nd ACM/IEEE International Conference on Software Engineering - Volume 2
Balancing acts: walking the Agile tightrope
Proceedings of the 2010 ICSE Workshop on Cooperative and Human Aspects of Software Engineering
The relationship between organizational culture and the deployment of agile methods
Information and Software Technology
The impact of inadequate customer collaboration on self-organizing Agile teams
Information and Software Technology
Communication patterns of agile requirements engineering
Proceedings of the 1st Workshop on Agile Requirements Engineering
Systematic piloting of agile methods in the large: two cases in embedded systems development
PROFES'10 Proceedings of the 11th international conference on Product-Focused Software Process Improvement
A decade of agile methodologies: Towards explaining agile software development
Journal of Systems and Software
Developing a grounded theory to explain the practices of self-organizing Agile teams
Empirical Software Engineering
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Mature eXtreme programming (XP) teams are highly collaborative and self-organising. In previous studies, we have observed that these teams rely on two apparently simple mechanisms of co-ordination and collaboration: story cards and the Wall. Story cards capture and embody the user stories which form the basis of implementation, while the Wall is a physical space used to organise and display the cards being implemented during the current development cycle (called an iteration). In this paper, we analyse the structure and use of story cards and the Wall in three mature XP teams, using a distributed cognition approach. The teams work in different commercial organisations developing different systems, yet we find significant similarities between their use of these two artefacts. Although simple, teams use the cards and the Wall in sophisticated ways to represent and communicate information that is vital to support their activities. We discuss the significance of the physical medium for the story cards and the Wall in an XP team and discuss the considerations that need to be taken into account for the design of technology to support the teams.