process

How Do We Write Good Gherkin as Part of BDD? (Webinar + Q&A)

On July 23, 2019, I gave a webinar entitled, “How Do We Write Good Gherkin as Part of BDD?” in collaboration with Paul Merrill and his company, Beaufort Fairmont. This webinar was the follow-up to a previous webinar, What Is BDD, and How Do We Practice It? It was an honor to partner with Paul again to go further into BDD practices. (If you want to learn more about BDD, check out Beaufort Fairmont’s two-day BDD training offering, as well as their blog and other webinars.)

To see my webinar recording, register here. Definitely watch the previous webinar first.

Just like last time, attendees asks several great questions that we simply could not answer live. I categorized all questions we received and answered them below. Please note that some questions might be rephrased or combined with others.

Questions about BDD

What is BDD?

Behavior-Driven Development! Read more here.

In a typical Agile development process, who should write feature files?

The Three Amigos! Product owners, developers, and testers should all come together to figure out behaviors. I recommend doing Example Mapping to formulate before writing Gherkin scenarios. The green example cards should be turned into feature files. The specific person who writes the feature files is up to team preference. It could be a collaborative effort, or it could be divided-and-conquered. Any one of the Three Amigos can do it.

How can we apply BDD to SAFe (Scaled Agile Framework) teams?

BDD practices like Three Amigos meetings, Example Mapping, Behavior Specification with Gherkin, and Behavior Implementation can become part of any process. All of these practices happen at the level of the development teams. Teams could even share Gherkin steps and test frameworks wherever sharing makes sense. Check out BDD 101: Behavior-Driven Agile.

What advice can you give to teams that use BDD tests frameworks solely as an automation tool and not part of a greater BDD process?

Do the best with what you’ve got. Try to show how other BDD practices can pragmatically improve your team’s development and delivery work. See also:

Questions about Gherkin Syntax

What is the difference between a scenario and a scenario outline?

A scenario is a procedure of Given-When-Then steps that covers one example for one behavior. If there are any parameters for steps, then a scenario has exactly one combination of possible inputs. A scenario outline is a Given-When-Then procedure that can have multiple examples of one behavior provided as a table of input combos. Each input row will run the same steps once, just with different parameter inputs. See BDD 101: Gherkin by Example to see examples.

What do you think about long tables in scenarios?

Long tables in Gherkin usually look terrible. They’re hard to read, and they create a wall of text. They may also include unnecessary variations. Stick to the Unique Example rule.

Are Given steps mandatory, or can scenarios start directly with When steps?

None of the step types are mandatory. It is valid to write a scenario that skips the Given and has only When-Then steps. It is also valid to write scenarios that are Given-Then or Given-When. In fact, it is syntactically valid to put steps in any order. However, I strongly recommend keeping Given-When-Then step order to properly frame behaviors.

Are quotation marks required for parameters?

No, quotation marks are not required for parameters, but they are a popular convention, and one that I recommend. Quotes make parameters easy to identify.

Questions about Gherkin Scenarios

How do we make sure each scenario focuses on an individual, independent behavior?

Do Example Mapping first as a team. Write scenarios together, or review them with others. Ask, “What makes this behavior unique?” Make sure to use strict Given-When-Then step order when defining the behavior. Rethink the scenario if it is more than 10 lines long. Look out for unnecessary complication.

What does it mean for a scenario to be “chronological”?

Scenario steps should be written as if they were on a timeline. Each step will be executed after the previous one, so its description must start where the previous one ended. Remember, steps will be automated as if they were scripts.

How do we write a very low-level scenario without having a wall of text?

Don’t write low-level scenarios! Gherkin is best for feature testing, not unit testing. Steps should focus on intention and business value. Instead of writing “type, type, click, wait,” write “log into the app.” If you absolutely must write a low-level scenario, remember that the same principles apply. Be intuitively descriptive. Focus on individual behaviors. Keep scenarios concise.

If all scenarios in a feature file have only one user, is it okay to use first-person perspective instead of third-person?

In my opinion, no. I favor third-person perspective universally. Trying to limit usage to one feature file won’t work because any step can be used by any feature file within a test project. The entire solution must be either first-person or third-person. There’s no middle ground.

Can we write Gherkin scenarios with personas?

Yes! Personas can make scenarios more meaningful and understandable. Make sure to define the personas well – they could be described under the Feature section or in a separate text file.

How do we write Gherkin scenarios that need to validate lots of information on a page?

Pick the most important pieces of information to check. You could write separate Then steps for each assertion, or you could push small-but-similar validations down to the automation level to avoid Gherkin clutter.

How do we write Gherkin scenarios for validating Web UI fields?

Typically, I treat each field validation as an independent behavior, and thus I write separate scenarios to check each field. If the scenario steps simply enter a textual value and verify a specific message, then I might make a Scenario Outline with example rows for each equivalence class of inputs.

How do we write Gherkin scenarios that have multiple inputs and setup steps? (Example: an API with ten parameters)

Gherkin allows multiple steps of the same type to be written using “And” and “But” keywords. It’s not a problem to have “Given-And-And” or “When-And-And”. If you discover that different scenarios repeat the same setup steps, then I recommend either moving those common steps to a Background section or writing a new step that covers multiple calls (for conciseness).

One example from the webinar showed searching for shoes and adding them to a shopping cart as part of one scenario. Aren’t those two different behaviors?

Here’s the scenario in question:

Scenario: Add shoes to the shopping cart
  Given the ShoeStore home page is displayed
  When the shopper searches for “red pumps”
  And the shopper adds the first result to the cart
  Then the cart has one pair of “red pumps”

We could have split this scenario into two. I just chose to define the behavior this way. This scenario is a bit more end-to-end because it covers a basic but typical workflow. It may also have leveraged existing steps, which expedites automation development. Overall, the scenario is still concise, chronological, and intuitively understandable. Remember, there is an art as well as a science to writing good Gherkin.

Questions about Automation

Do scenarios need to be independent of each other?

Yes, unequivocally. Tests that are not independent could interfere with each other and cause unexpected failures. Independence also reinforces singular behavioral focus.

How do we start a scenario “in media res” without it depending on other tests?

At the Gherkin level, write Given steps that define a new starting point for the behavior. For example, many teams develop Web apps. It’s common to think that the starting point for all tests is login. However, the starting point can be a few pages after login.

At the automation level, it may be useful to implement the Given steps by calling other steps. For example, if a Given step should start at a user’s profile page, then perhaps it could internally call the login step and the click-the-profile-link step. Test steps may repetitively do the same operations for different tests, but test case independence will be preserved, and unique failures will be reported.

What is the best way to handle preconditions like logging into a Web app?

The simplest way to handle preconditions is to write Given steps. If those Given steps are shared by all scenarios in a feature file, then move them to a Background section. Automation hooks can also perform common setup and cleanup actions, depending upon the test framework. Personally, I prefer to use hooks to do automatic login rather than repeat Given steps for many scenarios.

Is it better to set up and tear down new test objects for each test case, or is it better to use shared, pre-created objects?

That depends upon the object. Most objects like WebDrivers and page objects should have scenario scope, meaning they are created fresh for each scenario and then torn down when the scenario ends. The only time an object should be shared across scenarios is if it is immutable or very expensive to create. For example, configuration data could be read in once before all tests and then injected immutably into each scenario. The safe position is always to use fresh objects; justify why sharing is needed before trying it.

I want to use Serenity for BDD and testing. Should I use Cucumber-like Gherkin feature files, or should I use Serenity’s native methods?

That’s up to you and your team. Personally, I would still use Gherkin feature files with Serenity. I like to separate my test case from my test code. Everyone can read Gherkin feature files, but not everyone can read Java or JavaScript test methods.

If a company already has a large BDD test solution that is poorly implemented, would it be better to keep it going or try to change it?

This question can be applied to all software projects, not just BDD test solutions. The answer is situational. Personally, I favor doing things right, even if it means refactoring. Please read Our Test Automation Has Problems. Should We Start Over? for a thorough answer.

Final Questions

Why do you call yourself “Pandy” and the “Automation Panda”?

Pandas are awesome. Everybody loves them. And nobody forgets my moniker. The nickname “Pandy” came about in the Python community to distinguish me from other folks named “Andy.”

Where can I get team training in BDD?

Beaufort Fairmont provides a one- or two-day course in BDD and writing Gherkin. Sign up for more information here.

Sprint Planning Sucks. Can It Be Fixed?

Warning: This article contains strong opinions that might not be suitable for all audiences. Reader discretion is advised.

It’s Monday morning. After an all-too-short weekend and rush hour traffic, you finally arrive at the office. You throw your bag down at your desk, run to the break room, and queue up for coffee. As the next pot is brewing, you check your phone. It’s 8:44am… now 8:45am, and DING! A meeting reminder appears:

Sprint Planning – 9am to 3pm.

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What’s your visceral reaction?

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I can’t tell you mine, because I won’t put profanity on my blog.

Real Talk

In the capital-A Agile Scrum process, sprint planning is the kick-off meeting for the next iteration. The whole team comes together to talk about features, size work items with points, and commit to deliverables for the next “sprint” (typically 2 weeks long). Idealistically, team members collaborate freely as they learn about product needs and give valued input.

Let’s have some real talk, though: sprint planning sucks. Maybe that’s a harsh word, but, if you’re reading this article, then it caught your attention. Personally, my sprint planning experiences have been lousy. Why? Am I just bellyaching, or are there some serious underlying problems?

Sprint planning is a huge time commitment. 9am to 3pm is not an exaggeration. Sprint planning meetings are typically half-day to full-day affairs. Most people can’t stay focused on one thing for that long. Plus, when a sprint is only two weeks long, one hour is a big chunk of time, let alone 3, or 6, or a whole day. The longer the meeting, the higher the opportunity cost, and the deeper the boredom.

Collaboration is a farce. Planning meetings typically devolve into one “leader” (like a scrum master, product owner, or manager) pulling teeth to get info for a pre-determined list of stories. Only two people, the leader and the story-owner, end up talking, while everyone else just stares at their laptops until it’s their turn. Discussions typically don’t follow any routine beyond, “What’s the acceptance criteria?” and, “Does this look right?” with an interloper occasionally chiming in. Each team member typically gets only a few minutes of value out of an hours-long ordeal. That’s an inefficient use of everyone’s time.

No real planning actually happens. These meetings ought to be called “guessing” meetings, instead. Story point sizes are literally made up. Do they measure time or complexity? No, they really just measure groupthink. Teams even play a game called planning poker that subliminally encourages bluffing. Then, point totals are used to guess how much work can be done during the sprint. When the guess turns out to be wrong at the end of the sprint (and it always does), the team berates itself in retro for letting points slip. Every. Time.

Does It Spark Joy?

I’ve long wondered to myself if sprint planning is a good concept just implemented poorly, or if it’s conceptually flawed at its root. I’m pretty sure it’s just flawed. The meetings don’t facilitate efficient collaboration relative to their time commitments, and estimates are based on poor models. Retros can’t fix that. And gut reactions don’t lie.

So, what should we do? Should we Konmari our planning meetings to see if they spark joy? Should we get rid of our ceremonies and start over? Is this an indictment of the whole Agile Scrum process? But then, how will we know what to do, and when things can get done?

I think we can evolve our Agile process with more effective practices than sprint planning. And I don’t think that evolution would be terribly drastic.

Behavior-Driven Planning

What we really want out of a planning meeting is planning, not pulling and not predicting. Planning is the time to figure out what will be done and how it will be done. The size of the work should be based on the size of the blueprint. Enter Example Mapping.

Example Mapping is a Behavior-Driven Development practice for clarifying and confirming stories. The process is straightforward:

  1. Write the story on a yellow card.
  2. Write each rule that the story must satisfy on a blue card.
  3. Illustrate each rule with examples written on green cards.
  4. Got stuck on a question? Write it on a red card and move on.

One story should take about 20-30 minutes to map. The whole team can participate, or the team can split up into small groups to divide-and-conquer. Rules become acceptance criteria, examples become test cases, and questions become spikes.

Here’s a good walkthrough of Example Mapping.

What about story size? That’s easy – count the cards. How many cards does a story have? That’s a rough size for the work to be done based on the blueprint, not bluffing. More cards = more complexity. It’s objective. No games. Frankly, it can’t be any worse that made-up point values.

This is real planning: a blueprint with a course of action.

So, rather than doing traditional sprint planning meetings, try doing Example Mapping sessions. Actually plan the stories, and use card counts for point sizes. Decisions about priority and commitments can happen between rounds of story mapping, too. The Scrum process can otherwise remain the same.

If you want to evolve further, you could eliminate the time boxes of sprints in favor of Kanban. Two-week work item boundaries can arbitrarily fall in the middle of progress, which is not only disruptive to workflow but can also encourage bad responses (like cramming to get things done or shaming for not being complete.) Kanban treats work items as a continuous flow of prioritized work fed to a team in bite-sized pieces. When a new story comes up, it can have its own Example Mapping “planning” meeting. Now, Kanban is not for everyone, but it is popular among post-Agile practitioners. What’s important is to find what works for your team.

Rant Over

I know I expressed strong, controversial opinions in this article. And I also recognize that I’m arguing against bad examples of Agile Scrum. Nevertheless, I believe my points are fair: planning itself is not a waste of time, but the way many teams plan their sprints uses time inefficiently and sets poor expectations. There are better ways to do planning – let’s give them a try!

Quality Metrics 101: Process Quality

New to the series? Start from the beginning!

Process quality metrics make sure that software development practices build good, high-quality features. Healthy software processes identify and resolve issues as early as possible because later bug discovery means higher cost to fix. Quality starts at inception, when features are first brainstormed, and it carries through design, implementation, and testing. Every step in the development process should have quality checkpoints: acceptance criteria for planning, reviews for design and implementation, and reports for testing. Process quality metrics primarily focus on delivery speed or the effectiveness of feedback loops to make sure a team is responding appropriately to change.

Note: Standard software development methodologies often come with canned metrics. For example, Agile Scrum focuses heavily on velocity for determining a team’s capacity for work, while Agile Kanban focuses heavily on lead time and cycle time for measuring how fast work gets done. This article will not cover methodology-specific metrics – please refer to external resources to learn more about them. Instead, this article will cover generic aspects of process quality.

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Delivery Speed

Quality Aspect How fast are new features with high quality delivered to the end user?
Desired State ASAP – Deliver them fast without compromising quality.
Metrics People are impatient – they always want things as soon as possible. Fast delivery speed is thus crucial for businesses to meet client expectations and respond quickly to change. However, delivery speed is not the sole metric for success: it must be counterbalanced with safety measures. Delivery speed could be absolutely minimized by committing changes directly to production, but that’s a terrible practice because the damage risk is too high. The best strategy is to pursue the fastest speed without sacrificing too much coverage.

Time to Production – Time to production focuses on the time it takes for a developer’s checked-in code to become useful to end users. It’s a decent way to judge from a business perspective how quickly new stuff gets out the door. Measure the total time for each code check-in from when it is first committed to when it is deployed to production. Source control logs and deployment histories can be pieced together to measure the total time. It may be beneficial to split check-ins by feature area and to review distributions rather than averages. Short, consistent times are desirable. Long times reveal delays in testing, fixing, and deploying changes.

Pipeline Speed – Pipeline speed is a DevOps-y metric. Measure the total start-to-end time from triggering the build pipeline to the final deployment, and measure the time taken by each stage. This will give insights into bottlenecks, such as: system resource exhaustion, network delays, being stuck in job queues, tests that are too long, etc. Knowing each stage will indicate where the greatest optimizations can occur. For example, parallel test execution can significantly reduce total pipeline time. Use pipeline speed metrics to find efficiencies, not to justify cutting vital stages. Most modern continuous integration systems should provide time metrics.

Test Coverage per Time Period – There is always a tradeoff between test coverage and delivery speed. Assuming tests have optimally efficient execution times, higher coverage means slower delivery. Whenever time periods are fixed (such as CI pipeline limits or release deadlines), the best strategy is to maximize test coverage during the available time. For this purpose, coverage should be heuristically scored in terms of feature coverage priority (or the importance of the behaviors under test), not so much in terms of numerical code coverage. Then, for each test, divide the coverage score by the execution time. Sort tests by this ratio, and select the tests with the greatest scores until the total test execution time reaches the time limit. This approach guarantees that maximal test coverage will be achieved in the given period. It may also be advantageous to determine a threshold score for minimal coverage – if the maximum score for a given time period is below the minimal coverage threshold, then the time period should be increased. This metric is compelling if, for example, a CI pipeline needs more time for tests but managers are hesitant to slow down delivery.

Note: The metrics here cover speed after code is checked in, focusing on operational excellence. Metrics covering speed before code is checked in are important but are typically already covered by standard processes (like Scrum’s velocity). There are several ways to measure speed before code check-in: development time, backlog age, story completion rate, etc. Slow times before check-in indicate that a team is overloaded with work, lacks focus on priorities, or is being disrupted too frequently. However, one major caution for these metrics is that they are difficult to accurately measure, and they presume artifacts are logged precisely at event times. For example, if a story ticket is not created until a week after a new feature was first inspired, then the actual times measured will be inaccurate.

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Feedback Notification

Quality Aspect How quickly does a team identify problems?
Desired State Fast – Fast feedback helps teams resolve issues quickly before they become more costly.
Metrics Software development is the poster child for Murphy’s Law: anything that can go wrong will. Problems will happen. Metrics targeting perfection (such as 100% pass rates or 0-bug counts) are foolishly impossible and hopelessly destructive. Instead, metrics should gauge feedback loops – how well a team handles problems as they arise. Feedback has two parts: (1) notification time to discover and report problems, and (2) response time to fix problems. Ultimately, the sum should be minimal, but separating the parts identifies bottlenecks. This section covers notification.

Code Review Effectiveness – Code reviews are often the second line of defense against bugs (the first line being the author themselves). They grant an opportunity for other experts to inspect code for problems before fully committing changes. However, measuring the effectiveness of code reviews can be tricky. A few metrics to consider are:

  • Percentage of code check-ins that undergo review, if the team notoriously skips reviews
  • Average review turnaround time, if reviews are ignored
  • Code change size in terms of line number or another similar unit, if reviews are too large for teams to handle effectively
  • Issues caught, whenever a review successfully identifies and resolves an issue

Issue Discovery Time – The sooner issues are discovered, the less costly they are to resolve. “Issues” typically mean defects in the product (e.g., “bugs”), but they could include problems with the environment, deployment, or tests. The simplest form of issue discovery time is the measurement from when a pipeline starts to the time the issue is discovered. More advanced measurements can track time back to the root cause, such as when code containing a bug was committed, but these may be difficult to gather or may be less accurate. Issue types should be analyzed as separate distributions. Look specifically for blocking issues that appear late in the pipeline, such as critical services being down, and add checks early in the pipeline to discover them ASAP.

Bugs per Phase – Raw bug counts, like test counts, are not helpful beyond soundbites, but the proportions of bug counts per phase are useful for determining test effectiveness. A well-engineered pipeline should have meaningful phases (or “stages” or “steps”) with feedback after each one. A typical pipeline could have phases for build, unit tests, integration tests, end-to-end tests, and production deployment. Ideally, bugs should be caught in the shortest time, at the lowest level, and in the earliest phase. For example, if the majority of bugs are caught by end-to-end tests or (gasp!) in production, then the lower-level tests might need stronger coverage.

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Feedback Response

Quality Aspect How quickly does a team resolve problems once they are found?
Desired State Fast – Again, resolve issues quickly before they become more costly.
Metrics Time to Fix a Broken Build – Build health is vital for successful software development, especially in continuous integration. After a build is broken, it must be fixed ASAP so that it does not block progress. “Fixing” a build means that the pipeline can run to completion with an acceptable test passing rate. Fixing a build may mean:

  • Fixing a bug in the product
  • Fixing a problem in the environment, deployment, or tests
  • Reverting a code check-in that caused a bug
  • Updating tests to somehow flag the failure

Subverting safety checks (like removing tests or skipping phases) is not acceptable because it doesn’t truly fix the build’s underlying problems.

Measure the time it takes from when a pipeline reports a broken build to when the pipeline produces the first subsequent working build. The distribution of these times will reveal the team’s dedication to build stability. Clearly, shorter times are better. When broken builds are caused by code changes, the author should favor reverting check-ins over attempting fixes for faster recovery speed.

Time to Resolve Bugs – While the time to fix a broken build focuses on immediate product stability, the time to resolve bugs focuses instead on ultimate correctness. Just because a build is fixed does not mean a bug is necessarily fixed – tests may mark it as an acceptable failure, or the code containing the bug may simply be reverted. The time to resolve a bug is the total time from when the bug was first discovered to when it is fixed or otherwise closed (such as being marked as invalid or won’t fix). Bug tracker tools should easily provide this data. Bugs should be separated by severity when analyzing resolution times. Bugs should be resolved quickly, with priority given to higher-severity bugs. Resolution time metrics indicate if bugs are addressed adequately and in the proper order. Long resolution times may indicate overloaded teams, tolerance of low quality, or the need for redesign/refactoring.

BDD Example Mapping

The two major goals of Behavior-Driven Development are better collaboration and automation. Even when the Three Amigos actually get together, collaboration can be tough. Where do we start? What scenarios should we write? What examples should be included?

Well, the Cucumber folks have a practice called “Example Mapping” to make it easier. All you need is a pack of index cards and a big table!

  1. Write the story under discussion on a yellow card at the top of the table.
  2. Write a rule for each known acceptance criteria on a blue card under the story.
  3. Write each example for a rule on a green card.
  4. Write each open question on a red card on the side to discuss later.

Keep writing cards until the team is satisfied with the story. This process provides clear, fast feedback for stories. It should take about 25 minutes per story. A team can quickly see if a story is too big or needs further refinement. Engineers can easily turn example cards into Gherkin scenarios. Remember to assign questions to owners to get answers.

Rather than duplicate documentation here, please read Matt Wynne’s seminal post on the practice, Introducing Example Mapping.

Also, watch this webinar recording from Cucumber about Example Mapping:

In BDD, What Should Be A Feature?

How do I decide what a feature should be? And should I define a feature first before writing behavior specs, or should I start with behaviors and see how they fit together into features?

Features, scenarios, and behaviors are all common BDD terms that should be carefully defined:

  • behavior is an operation with inputs, actions, and expected outcomes.
  • A scenario is the specification of a behavior using formal steps and examples.
  • feature is a desired product functionality often involving multiple behaviors.

Don’t try to over-think the definition of “feature.” Some features are small, while other features are large. The main distinction between a feature and a scenario or behavior is that features are what customers expect to receive. Small features may cover only a few or even only one behavior, while large features may cover several.

The Gherkin language has Feature and Scenario sections. In this sense, a Feature is simply a collection of related Scenarios. They align roughly to the more general meanings of the terms.

Don’t over-think features with Agile, either. Some teams define a feature as a collection of user stories. Other teams say that one user story is a feature. In terms of Gherkin, don’t presume that one user story must have exactly one feature file with one Feature section. A user story could have zero-to-many feature files to cover its behaviors. Do whatever is appropriate.

Features should be determined by customer needs. They should solve problems the customers have. For example, perhaps the customer needs a better way to process orders through their online store. That’s where features should start – as business needs. Behaviors should then naturally come as part of grooming and refinement efforts. Thus, in most cases, features should be identified first before individual behaviors.

Nevertheless, there may be times during development that scenario-to-feature realignment should be done. It may be more convenient to create a new feature file for related behaviors. Or, a new feature may be “discovered” out of particularly useful behaviors. This is more the exception than the norm.

BDD‑‑; Collaboration without Automation

In the previous post, I described the tradeoffs of using a BDD test automation framework without the full BDD process. But, what about the opposite? What if a team wants to adopt BDD practices without a test framework to support it? Again, behavior-driven practices are beneficial apart from automation, but not without shortcomings.

The Power of Process

BDD should be a refinement, not an overhaul, of Agile software development. All of the problems BDD solves are simply aspects of the development process that must be solved anyway. BDD simply provides formal practices for solving them uniformly. Consider how BDD addresses the following problems:

Problem Solution
Biz, dev, and test roles are siloed and do not talk together much. BDD brings these three roles together in Three Amigos meetings.
Acceptance criteria are missing or poorly defined, wasting in-sprint time. Acceptance criteria are formalized as specifications using Gherkin.
Product features are hard to explain. Scenarios describe individual behaviors in plain language.
Team members have open questions or conflicting views about behaviors. Example Mapping efficiently unifies a team’s understanding and identifies areas for further refinement.
Edge cases are overlooked during testing. Well-defined behavior scenarios capture specifications by example early in development.

All of these problems can be solved through better, behavior-driven practices, and none of them pertain to test automation.

Spec-Less Automation

BDD process improvements don’t necessarily need a BDD framework for test automation. Any test framework could still automate scenario steps. The major difference is that there would be no mechanism to translate Gherkin lines into method/function calls: The automation engineer would simply need to program test cases the “good old-fashioned way.” It would not be much different from translating any other procedure-driven test cases into code.

The weakness of this approach is that specifications are not strongly linked to the test automation. The end-to-end development process is less efficient because behavior scenarios must essentially be rewritten into automation code, rather than becoming part of the automation code. There is also a higher risk that automated test cases won’t cover the actual intention of the test steps. Review and maintenance are more difficult because engineers must always cross-examine the automation code with the Gherkin to make sure they align. All of these problems make it harder to shift left with QA work.

The lack of a behavior-driven test framework is also a double-edged sword for Gherkin steps. On one hand, steps do not need to be scrutinized as strongly in review, since automation code does not directly depend upon them. It is not critical to reuse steps word-for-word or to worry about parameterization. However, sloppy steps can lead to miscommunication and will make adopting a BDD test framework in the future very difficult.

Better Than Nothing

Just like for automation without collaboration, using BDD practices without using a BDD test framework does improve the development process. There aren’t really any disadvantages because the process problems must be solved anyway. A “BDD‑‑;” situation (that’s a postfix decrement, to denote that automation did not follow collaboration) isn’t ideal, but at least it’s better than nothing.

‑‑BDD; Automation without Collaboration

Does it make sense to use a BDD test automation framework on a team that does not follow a Behavior-Driven Development process? I’ve faced this questions a few times recently. Although some BDD benefits will be missing, the answer is still yes, BDD test automation frameworks are still useful apart from a full BDD process. This article covers strengths and weaknesses to explain why.

Strengths

BDD test frameworks force tests to be behavior-driven, not procedure-driven. Behavior-driven tests focus on individual behaviors, making them concise and comprehensible. Impertinent factors are removed from test cases. Imperative details are specified only when necessary. Test reports are more descriptive, and test results are more meaningful. Tests written without a behavior-driven framework are more likely to become long, unnecessarily complicated, and fragile.

BDD test frameworks also provide inherent structure with steps. Steps are the basic building blocks of test cases, regardless of the type of test automation framework used. While almost all run-of-the-mill test frameworks (like JUnit, xUnit.net, or pytest) provide structure to write separate, independent test cases (usually as methods or functions), they lack structure to write separate test case steps. Typically, programmers end up writing test case logic directly into the test methods/functions, or they write ad hoc helper methods/functions/classes to get the job done. This approach often lacks consistency (especially when multiple engineers contribute to the automation code), and thus reusability suffers and duplication creeps in. Gherkin steps are like guide rails for test cases.

Gherkin steps provide easy reusability for rapid development. In a mature automation code base, new test cases can be written using a few short lines of pre-existing steps. And pre-existing steps can be trusted to work because they’ve been tested before. Parametrized steps enable even greater reuse.

Gherkin steps are self-documenting because they are written in plain English. This makes tests easier to do many things:

  • to write, because it provides an outline for the test in plain language
  • to review, because others less familiar with the feature can quickly understand concise scenarios
  • to maintain, because problems can be pinpointed
  • to explain, because non-technical people can’t read code

Much like any other test frameworks, BDD frameworks integrate with other testing packages and design patterns. For example, it is common to use a BDD framework with Selenium WebDriver and the Page Object Model to do Web UI testing. Other common packages for needs like logging, assertions, and REST API calls also work well with BDD frameworks.

Finally, BDD test frameworks open the door to shifting left. They can be the starting point for QA-led BDD. Demonstrating the value in behavior-driven automation can open interest in Three Amigos collaboration, which can then lead to more process improvements and better software quality.

Weaknesses

BDD test frameworks require extra development overhead at first. They aren’t as simple to use as unit-like test frameworks. It also takes a lot of practice to write good Gherkin. I’ve talked with engineers (typically developers) who see the feature file layer as unnecessary “plaster” over test cases. Without full team collaboration and cooperation, the justification for BDD diminishes.

Strict behavior independence may also make execution time less efficient. While steps may be reused, common setup operations must be run for each test. CRUD operations illustrate this point well. In a BDD framework, each operation (create, retrieve, update, delete) would be covered by a separate test scenario. However, the operations are interdependent: a test must create a thing before it can delete the thing. Thus, the delete scenario will borrow some logic from the create scenario. A procedure-driven test could more efficiently stack steps into one test case like this: create, retrieve, update, retrieve, delete, retrieve. Assertions would be interleaved with operations. This one test case would cover multiple behaviors, but it would save execution time by avoiding repeated creations for setup and deletions for cleanups. Many times, people have even asked me if there is a way to sequence Gherkin scenarios together to achieve the same effect! (This is not possible, and it would violate test independence.)

If BDD frameworks are used without a BDD process, then BDD could become pigeonholed as a “QA thing,” forever banished to the realm of the far right (the opposite of shift left, not the political spectrum). This could raise barriers to collaboration if not handled properly.

Furthermore, the lack of the full BDD means that many BDD benefits will go missing. Miscommunications could still easily happen because biz and dev would not be involved in defining behavior scenarios. Delivery deadlines could still be missed because testing and automation cannot readily shift left. Out of the 12 major benefits of BDD, the first 4 would be lost.

Conclusion

Overall, I think the advantages of BDD test automation frameworks outweigh the disadvantages for most above-unit functional testing needs, regardless of whether or not a team uses a full BDD process. Ideally, a team would embrace full-BDD, but that’s not always reality. A “‑‑BDD;” situation (that’s a prefix decrement, to note that collaboration was missing before automation) can still be seen as a glass half-full.

Should I Reject a Code Review for Typos?

TL;DR: Yes!

Code reviews are essential to good software development. In a code review, peers read each others’ code and vote to approve or reject the changes before committing them to the main code base. Code reviews provide a platform for constructive feedback, accountability, and even learning opportunities. To make them effective, a team must establish best practices – not only for the code itself, but also for the review process. Good guides can be found here, here, and here for reference. Some rules, such as “no personal attacks” and “focus only on the changes at hand,” are universally agreeable. Other rules, however, can cause controversy.

One such controversial rule is the title of this blog post: Should a code review be rejected for typos? I use the word “typos” here to broadly include any sort of typographical shortcoming: misspellings, incorrect grammar, poor formatting, and even improper spacing. For example, a variable named somehting would be a typo.

There are valid reasons why not to reject code reviews despite typos. The code itself will still compile and run, so long as the use of typo’ed identifiers is consistent. Requiring corrections takes extra time, which in business costs more money. Authors may also take offense, especially if English (or the language of dialogue) is their second language.

Nevertheless, I strongly believe that yes, code reviews should be rejected for typos. Below are five reasons why:

It corrects carelessness. Typos mean carelessness. Mistakes are bound to happen, but pervasive typos indicate a deeper, systemic problem. Reviews are a measure of accountability between peer engineers to prevent carelessness. Being tough on small things encourages engineers to straighten-up on all things.

It prevents future frustration. People expect things to be spelled and formatted the right way. Compiler error messages are often cryptic and may not intuitively point to typos. Imagine trying to call the do_stuff method, only to discover that the original method was named do_stuf after an hour of hair-pulling, fist-banging, and cursing at the screen. Frustrating is especially acute when BDD Gherkin steps have typos. Allowing typos to be committed to the code base increases the chances of this type of frustration.

It improves readability. Typos and poor formatting are distracting. They make it harder to read code. For example, I remember once reading a Perl source file in which every single line had an arbitrary number of indent spaces. It was impossible to visually align function bodies, if statements, and loops. I had to reformat it before I could work on it.

It boosts confidence in the code and in the team. Imagine if you saw typos in this blog post. Each typo you find would lower your confidence in my writing skills. The same is true for software: as a reviewer, when I see typos, I lose confidence in the quality of the code and in the author’s skills because I see carelessness. Eliminating typos not only makes code better, but it also makes people think better of the code.

It reinforces high standards. Quality is not limited to functionality. Poorly-written code may run correctly, but it will not be maintainable. Upholding high standards in code review will result in overall better code output. Letting small things slip through will, over time, atrophy a code base.

If “reject” sounds like a harsh word, it may be beneficial for a review process to indicate the severity of feedback points. For example, broken code could be “critical”, while typos could be “minor.” Nevertheless, typos should not be committed to the main code base, and thus their code reviews should be rejected.

The Behavior-Driven Three Amigos

Recently, my manager said to me, “Andy, your BDD documentation looks great, but could you please mention The Three Amigos?” A brief flash of panic came over me – I had never heard of “The Three Amigos” before. My immediate thought was the 1986 film of the same name or the Disney film The Three Caballeros. After a little research, I knew exactly who they were; I just didn’t know they had a name.

Who are “The Three Amigos”?

The Three Amigos” refers to a meeting of the minds of the three primary roles involved in producing software:

  1. Business – Often named the “business analyst” (BA) or “product owner” (PO), the business role provides what problem must be solved. They provide requirements for the solution. Typically, the business role is non-technical.
  2. Development – The developer role provides how the solution to the problem will be implemented. They build the software and must be very technical.
  3. Testing – The testing role, sometimes named “quality assurance” (QA), verifies that the delivered software product works correctly. They also try to find defects. The tester role must be somewhat technical.

During software development, The Three Amigos should meet regularly to discuss how the product will be developed. It is a shift left practice to avoid misunderstandings (like a game of telephone), thus improving quality and avoiding missed deadlines. The discussions should include only the individuals who will actually work on the specific deliverable, not the whole team.

While The Three Amigos seems most popular in Agile, it can be applied to any software development process. Some (here and here) advocate regularly scheduled formal meetings. Others (here and here) interpret it as an attitude instead of a process, in which the roles continuously collaborate. Regardless of implementation, The Three Amigos need to touch base before development begins.

Applying BDD

The Three Amigos fits perfectly into behavior-driven development, especially as part of BDD with Agile. Behavior scenarios are meant to foster collaboration between technical and non-technical roles because they are simple, high-level, and written in plain language. Given-When-Then provides a common format for discussion.

Ideally, when The Three Amigos meet during grooming and planning, they would formalize acceptance criteria as Gherkin features. Those feature files are then used directly by the developer for direction and the tester for automation. They act like a receipt of purchase for the business role – the feature file says, “This is what you ordered.”

A great technique for Three Amigos collaboration is Example Mapping – it efficiently identifies rules for acceptance criteria, behavior examples, and open questions. Examples can easily be turned into Gherkin scenarios either during or after the meeting.

Since BDD relies on feature files as artifacts, The Behavior-Driven Three Amigos must be more than just an attitude. The point of the collaboration is to produce feature files early for process efficiency. Less formal meetings could quickly devolve into all-talk-no-action.

Don’t Presume Anything

Don’t presume that the three roles will naturally collaborate on their own. I’ve seen teams in which the testers don’t participate in planning. I’ve also seen organizations in which automation engineers don’t help to write the test cases that they need to automate! Developers often abdicate responsibility for testing considerations, because “that’s QA’s job.” And, specifically for BDD, I’ve noticed that product owners resist writing acceptance criteria in Gherkin because they think it is too technical and beyond their role.

The Three Amigos exists as a named practice because collaboration between roles does not always happen. It is an accountability measure. Remember, the ultimate purpose for The Three Amigos is higher quality in both the product and the process. Nobody wants more meetings on their calendar, but everyone can agree that quality is necessary.