Cognitive dimensions of notations
Proceedings of the fifth conference of the British Computer Society, Human-Computer Interaction Specialist Group on People and computers V
Designing interaction
From Web press to Web pressure: multimedia representations and multimedia publishing
Proceedings of the ACM SIGCHI Conference on Human factors in computing systems
Extreme programming explained: embrace change
Extreme programming explained: embrace change
Computer Supported Cooperative Work
Agile Software Development with Scrum
Agile Software Development with Scrum
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
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
Organisational culture and XP: three case studies
ADC '05 Proceedings of the Agile Development Conference
The Role of Story Cards and the Wall in XP teams: A Distributed Cognition Perspective
AGILE '06 Proceedings of the conference on AGILE 2006
The uses of paper in commercial airline flight operations
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
Collaboration and co-ordination in mature eXtreme programming teams
International Journal of Human-Computer Studies
Crystal clear a human-powered methodology for small teams
Crystal clear a human-powered methodology for small teams
The social side of technical practices
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
Creative idea exploration within the structure of a guiding framework: the card brainstorming game
Proceedings of the fourth international conference on Tangible, embedded, and embodied interaction
The relationship between organizational culture and the deployment of agile methods
Information and Software Technology
Agile Project Management: A Case Study of a Virtual Research Environment Development Project
Computer Supported Cooperative Work
Proceedings of the 29th ACM international conference on Design of communication
Communication patterns of agile requirements engineering
Proceedings of the 1st Workshop on Agile Requirements Engineering
A decade of agile methodologies: Towards explaining agile software development
Journal of Systems and Software
Information and Software Technology
Information and Software Technology
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Agile software development promotes feedback, discipline and close collaboration between all members of the development team, and de-emphasises documentation, 'big design up front' and hierarchical processes. Agile teams tend to be co-located and multi-disciplinary, and rely heavily on face-to-face communication and seemingly simple physical artefacts to support interaction. In this paper we focus on the functionality of two key physical artefacts - the story card and the Wall - which, individually and in combination, underpin the team's activity. These artefacts have two main roles - one which enables a shared understanding of requirements and one which facilitates the development process itself. We consider these roles from two perspectives: a notational perspective and a social perspective. This discussion shows how the two perspectives - the notational and the social - intertwine and are mutually supportive. Any attempt to replace these physical artefacts with alternative support for an agile team needs to take account of both perspectives, and the complex relationships between them.