=The States, Interactions and Outcomes Model=
TL;DR: The States, Interactions and Outcomes model provides a way for cross-functional teams to collaboratively explore, specify and document expected system behaviour.
Specification by Example (SbE) and Behaviour-Driven Development (BDD) can be an incredibly effective way for teams to explore and define their expectations for the behaviour of a system. The States, Interactions and Outcomes Model provides a set of steps, and a lightweight documentation structure for teams to use SbE and BDD more effectively. The best way of conveying the model is through a worked example.
Worked example To demonstrate the model and the process, I will take you through applying it to a problem I use frequently in coaching and training. Imagine we are creating software to calculate the total cost of purchased items at a point of sale. (This problem is inspired by Dave Thomas’ Supermarket Pricing Kata and here.) You walk up to a till at a supermarket, hand the check-out person your items one-by-one, and the checkout person starts calculating the total of the items you want to purchase. The total is updated each time the checkout person records an item for purchase.
We would like to include a number of different ways of calculating the total price for purchased items, since the supermarket will want to run promotions from time to time. Some of the pricing methods we would like to include are:
In this article I will deal with only ‘Simple Pricing’ and ‘Three-for-Two Promotion’. I will deal first with ‘Simple Pricing’ completely, and then start with ‘Three-for-Two Promotion’.
Simple Pricing
Expected outcomes for combinations of state and inputs:
State | Interaction | Outcome | Scenario Name | |
---|---|---|---|---|
Current total | Capture item that costs | New total | Error | |
0 | 0 | 0 | Free first item | |
0 | 10 | 10 | First item | |
10 | 10 | 20 | Second item | |
0 | -10 | ERROR - item price can’t be negative | First item with negative price | |
10 | -10 | ERROR - item price can’t be negative | Second item with negative price | |
10 | ABCDEF | ERROR - invalid input | Text input |
Three-for-Two Promotion
Expected outcomes for combinations of state and inputs:
State | Interaction | Outcome | Scenario Name | |||||
---|---|---|---|---|---|---|---|---|
Active promotion | Current total | Items already captured | Capture | That costs | New total | New captured items | Error | |
- | 20 | 2 Cokes | Coke | 10 | 30 | 3 Cokes | 3rd item with no promotion | |
Buy 3 Cokes pay for 2 | 20 | 2 Cokes | Coke | 10 | 20 | 3 Cokes | 3rd qualifying item with 3 for 2 promotion | |
Buy 3 Cokes pay for 2 | 20 | 1 Coke, 1 bread | Coke | 10 | 30 | 2 Cokes, 1 bread | 3rd item doesn’t trigger promotion |
There are several interesting things about the specifications above to which I’d like to draw particular attention:
As mentioned above, I developed and use this model during my coaching and training. It has proven very effective for quickly exploring and documenting system behaviour. In some BDD Bootcamps, we have explored and specified legacy systems running in productions in about 3 hours. One of the ways this has proven useful is people in the bootcamp who have not worked on those particular systems gained a very thorough high-level overview of the intention of the system.
The worked example above follows these steps:
The Thinking Behind The Model The idea behind the model is that the outcome of a system interaction is a function of the interaction and the state of the system at the time of interaction. We can develop a complete and comprehensive specification of expected system behaviour by describing the expected outcome for every possible combination of state and interaction.
Specification by Example and Behaviour-Driven Development The model and the steps are largely based on the concepts of Specification by Example and Behaviour-Driven Development. Specification by Example (SBE) is the practice of specifying expected system behaviour using concrete values instead of natural-language descriptions. For more on Specification by Example,you can’t do better than Gojko Adzic’s book. Behaviour-Driven Development (BDD) uses SBE. One of the reasons I use SBE is that it allows us to work with something tangible, instead of ‘invisible ideas’. Some of the benefits of using BDD and SBE are:
Ordinarily, we would need to write some software to achieve these things. By using BDD and SBE we can get these benefits before writing any software. However it is not always easy to get started with these techniques.
A common challenge teams face when they start using BDD and SBE is the need to make every aspect of expected externally-observable system behaviour completely explicit. That is, all the factors which affect the behaviour of the system must be identified and made explicit. If any of these factors are missing or unknown, we cannot specify expected system behaviour completely and comprehensively - we will have gaps. It is difficult to develop a successful software product if there are gaps or inconsistencies in what we expect the software to do.
Understanding systems
The steps above are designed to help a team understand the system they’re dealing with. The simplest way we can understand the behaviour of a system is as a simple transaction: some entity is stimulated or exercised in a particular way, and the entity does some work. The simplest way of modeling a transaction is by stating that the input to a system determines the output.
In this view, the system output is determined only by the input to the system. I have come to use the terms ‘Interaction’ and ‘Outcome’ instead of ‘input’ and ‘output’ respectively, because they are closer to the way most people think about working with software products: “I interact with a system to achieve some outcome”.
However, it is important to understand that the outcome of an interaction with a system is determined not only by the interaction, but also by the state of the system at the time of the interaction.
The introduction of state into the picture often causes some challenges. The first challenge is differentiating between interaction and state. The easiest way to distinguish between them is by asking the question What determines the outcome of an interaction besides the input?.
The next challenge is understanding that system state is generally not described by a single value. System state is typically made up of multiple dimensions or types, and therefore must be expressed as a set of concrete values, one value per dimension. The same applies to values supplied to the system as part of an interaction.
Once a team begins thinking in terms of states, interactions and outcomes, they’re generally able to have more effective conversations around what behaviour they expect from their system.