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B. Computer Sci. (SE) (Hons.)

CSEB233: Fundamentals of
Software Engineering
Agile Development
Objectives

• Discuss
•
•

the concept of agility and agile software
development issues
Explain the Extreme Programming approach to
agile development
Describe other agile process models
The Manifesto for Agile Software
Development

•
•

―We are uncovering better ways of developing software
by doing it and helping others do it
Through this work we have come to value:
o
o
o

•

o

Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan

That is, while there is value in the items on the right, we
value the items on the left more.‖
Kent Beck et al
Agile Development
Concept and Issues
What is “Agility”?

• Effective (rapid and adaptive) response to change
• Effective communication among all stakeholders
• Drawing the customer onto the team
• Organizing a team so that it is in control of the work
performed
Yielding …
• Rapid, incremental delivery of software
Agility and the Cost of Change
An Agile Process

• Is
•
•
•
•

driven by customer descriptions of what is
required (scenarios)
Recognizes that plans are short-lived
Develops software iteratively with a heavy emphasis
on construction activities
Delivers multiple ‗software increments‘
Adapts as changes occur
Agility Principles

•
•

Our highest priority is to satisfy the customer through
early and continuous delivery of valuable software
Welcome changing requirements, even late in
development.
o

•
•

Agile processes harness change for the customer's
competitive advantage

Deliver working software frequently, from a couple of
weeks to a couple of months, with a preference to the
shorter timescale
Business people and developers must work together
daily throughout the project
Agility Principles

•

Build projects around motivated individuals.
o

•
•
•

Give them the environment and support they need, and trust
them to get the job done

The most efficient and effective method of conveying
information to and within a development team is faceto-face conversation
Working software is the primary measure of progress.
Agile processes promote sustainable development
o

The sponsors, developers, and users should be able to
maintain a constant pace indefinitely
Agility Principles

• Continuous
•
•

•

attention to technical excellence and
good design enhances agility
Simplicity – the art of maximizing the amount of
work not done – is essential
The best architectures, requirements, and designs
emerge from self-organizing teams
At regular intervals, the team reflects on how to
become more effective, then tunes and adjusts its
behavior accordingly
Human Factors

•
•

The process molds to the needs of the people and
team, not the other way around
Key traits must exist among the people on an agile
team and the team itself:
o
o
o
o

o
o
o

Competence
Common focus
Collaboration
Decision-making ability
Fuzzy problem-solving ability
Mutual trust and respect
Self-organization
Agile Development
Extreme Programming
Extreme Programming (XP)

• The
•

most widely used agile process, originally
proposed by Kent Beck
XP Planning
Begins with the creation of ―user stories‖
o Agile team assesses each story and assigns a cost
o Stories are grouped to for a deliverable increment
o A commitment is made on delivery date
o After the first increment ―project velocity‖ is used to help
define subsequent delivery dates for other increments
o
Extreme Programming (XP)
• XP Design
o
o

o

o

Follows the KISS principle
Encourage the use of CRC
cards (see Chapter 8)
For
difficult
design
problems,
suggests
the
creation of ―spike solutions‖—
a design prototype
Encourages ―refactoring‖—an
iterative refinement of the
internal program design

• XP Coding
o

o

Recommends the construction
of a unit test for a store before
coding commences
Encourages ―pair
programming‖

• XP Testing
o

o

All unit tests are executed
daily
―Acceptance tests‖ are defined
by the customer and excuted
to assess customer visible
functionality
Extreme Programming (XP)
sim p le d esig n
CRC c ar d s

sp ik e so lut io ns
p r o t o t y p es

user st o r ies
v alues
ac c ep t anc e t est c r it er ia
it er at io n p lan

r ef ac t o r ing

p air
p r o g r am m ing

Release
so f t w a r e in cr e m e n t
p r o j e ct v e lo cit y co m p u t e d

unit t est
c o nt inuo us int eg r at io n

ac c ep t anc e t est ing
Agile Development
Other Agile Process Models
Adaptive Software Development

• Originally proposed by Jim Highsmith
• ASD‘s distinguishing features

Mission-driven planning
o Component-based focus
o Uses ―time-boxing‖ (See Chapter 24)
o Explicit consideration of risks
o Emphasizes collaboration for requirements gathering
o Emphasizes ―learning‖ throughout the process
o
Adaptive Software Development
ad ap t iv e c y c le p lanning

Req uir em ent s g at her ing

uses m issio n st at em ent

JA D

pro jec t c o nst raint s

m ini- sp ec s

b asic requirem ent s

t im e- b o x ed r elease p lan

Release
so f t w a r e in cr e m e n t
a d j u st m e n t s f o r su b se q u e n t cy cle s

c o m p o nent s im p lem ent ed / t est ed
f o c us g r o up s f o r f eed b ac k
f o r m al t ec hnic al r ev iew s
p o st m o r t em s
Dynamic Systems Development Method
•
•

Promoted by the DSDM Consortium (www.dsdm.org)
DSDM‘s distinguishing features
o
o

Similar in most respects to XP and/or ASD
Nine guiding principles
• Active user involvement is imperative.
• DSDM teams must be empowered to make decisions.
• The focus is on frequent delivery of products.
• Fitness for business purpose is the essential criterion for acceptance of
deliverables.
• Iterative and incremental development is necessary to converge on an
accurate business solution.
• All changes during development are reversible.
• Requirements are baselined at a high level
• Testing is integrated throughout the life-cycle.
Dynamic Systems Development Method

DSDM Life Cycle (with permission of the DSDM consortium)
Scrum

•
•

Originally proposed by Schwaber and Beedle
Scrum‘s distinguishing features
o
o

o

o

o

Development work is partitioned into ―packets‖
Testing and documentation are on-going as the product is
constructed
Work occurs in ―sprints‖ and is derived from a ―backlog‖ of
existing requirements
Meetings are very short and sometimes conducted without
chairs
―demos‖ are delivered to the customer with the time-box
allocated
Scrum
Crystal

• Proposed by Cockburn and Highsmith
• Crystal‘s distinguishing features

Actually a family of process models that allow
―maneuverability‖ based on problem characteristics
o Face-to-face communication is emphasized
o Suggests the use of ―reflection workshops‖ to review the
work habits of the team
o
Feature Driven Development

• Originally proposed by Peter Coad et al
• FDD‘s distinguishing features

Emphasis is on defining ―features‖
• a feature ―is a client-valued function that can be
implemented in two weeks or less.‖
o Uses a feature template
• <action> the <result> <by | for | of | to> a(n) <object>
o A features list is created and ―plan by feature‖ is
conducted
o Design and construction merge in FDD
o
Feature Driven Development

Reprinted with permission of Peter Coad
Agile Modeling

• Originally proposed by Scott Ambler
• Suggests a set of agile modeling principles

Model with a purpose
o Use multiple models
o Travel light
o Content is more important than representation
o Know the models and the tools you use to create them
o Adapt locally
o
THE END
Copyright © 2013
Mohd. Sharifuddin Ahmad, PhD

College of Information Technology

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03 fse agiledevelopment

  • 1. B. Computer Sci. (SE) (Hons.) CSEB233: Fundamentals of Software Engineering Agile Development
  • 2. Objectives • Discuss • • the concept of agility and agile software development issues Explain the Extreme Programming approach to agile development Describe other agile process models
  • 3. The Manifesto for Agile Software Development • • ―We are uncovering better ways of developing software by doing it and helping others do it Through this work we have come to value: o o o • o Individuals and interactions over processes and tools Working software over comprehensive documentation Customer collaboration over contract negotiation Responding to change over following a plan That is, while there is value in the items on the right, we value the items on the left more.‖ Kent Beck et al
  • 5. What is “Agility”? • Effective (rapid and adaptive) response to change • Effective communication among all stakeholders • Drawing the customer onto the team • Organizing a team so that it is in control of the work performed Yielding … • Rapid, incremental delivery of software
  • 6. Agility and the Cost of Change
  • 7. An Agile Process • Is • • • • driven by customer descriptions of what is required (scenarios) Recognizes that plans are short-lived Develops software iteratively with a heavy emphasis on construction activities Delivers multiple ‗software increments‘ Adapts as changes occur
  • 8. Agility Principles • • Our highest priority is to satisfy the customer through early and continuous delivery of valuable software Welcome changing requirements, even late in development. o • • Agile processes harness change for the customer's competitive advantage Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale Business people and developers must work together daily throughout the project
  • 9. Agility Principles • Build projects around motivated individuals. o • • • Give them the environment and support they need, and trust them to get the job done The most efficient and effective method of conveying information to and within a development team is faceto-face conversation Working software is the primary measure of progress. Agile processes promote sustainable development o The sponsors, developers, and users should be able to maintain a constant pace indefinitely
  • 10. Agility Principles • Continuous • • • attention to technical excellence and good design enhances agility Simplicity – the art of maximizing the amount of work not done – is essential The best architectures, requirements, and designs emerge from self-organizing teams At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly
  • 11. Human Factors • • The process molds to the needs of the people and team, not the other way around Key traits must exist among the people on an agile team and the team itself: o o o o o o o Competence Common focus Collaboration Decision-making ability Fuzzy problem-solving ability Mutual trust and respect Self-organization
  • 13. Extreme Programming (XP) • The • most widely used agile process, originally proposed by Kent Beck XP Planning Begins with the creation of ―user stories‖ o Agile team assesses each story and assigns a cost o Stories are grouped to for a deliverable increment o A commitment is made on delivery date o After the first increment ―project velocity‖ is used to help define subsequent delivery dates for other increments o
  • 14. Extreme Programming (XP) • XP Design o o o o Follows the KISS principle Encourage the use of CRC cards (see Chapter 8) For difficult design problems, suggests the creation of ―spike solutions‖— a design prototype Encourages ―refactoring‖—an iterative refinement of the internal program design • XP Coding o o Recommends the construction of a unit test for a store before coding commences Encourages ―pair programming‖ • XP Testing o o All unit tests are executed daily ―Acceptance tests‖ are defined by the customer and excuted to assess customer visible functionality
  • 15. Extreme Programming (XP) sim p le d esig n CRC c ar d s sp ik e so lut io ns p r o t o t y p es user st o r ies v alues ac c ep t anc e t est c r it er ia it er at io n p lan r ef ac t o r ing p air p r o g r am m ing Release so f t w a r e in cr e m e n t p r o j e ct v e lo cit y co m p u t e d unit t est c o nt inuo us int eg r at io n ac c ep t anc e t est ing
  • 17. Adaptive Software Development • Originally proposed by Jim Highsmith • ASD‘s distinguishing features Mission-driven planning o Component-based focus o Uses ―time-boxing‖ (See Chapter 24) o Explicit consideration of risks o Emphasizes collaboration for requirements gathering o Emphasizes ―learning‖ throughout the process o
  • 18. Adaptive Software Development ad ap t iv e c y c le p lanning Req uir em ent s g at her ing uses m issio n st at em ent JA D pro jec t c o nst raint s m ini- sp ec s b asic requirem ent s t im e- b o x ed r elease p lan Release so f t w a r e in cr e m e n t a d j u st m e n t s f o r su b se q u e n t cy cle s c o m p o nent s im p lem ent ed / t est ed f o c us g r o up s f o r f eed b ac k f o r m al t ec hnic al r ev iew s p o st m o r t em s
  • 19. Dynamic Systems Development Method • • Promoted by the DSDM Consortium (www.dsdm.org) DSDM‘s distinguishing features o o Similar in most respects to XP and/or ASD Nine guiding principles • Active user involvement is imperative. • DSDM teams must be empowered to make decisions. • The focus is on frequent delivery of products. • Fitness for business purpose is the essential criterion for acceptance of deliverables. • Iterative and incremental development is necessary to converge on an accurate business solution. • All changes during development are reversible. • Requirements are baselined at a high level • Testing is integrated throughout the life-cycle.
  • 20. Dynamic Systems Development Method DSDM Life Cycle (with permission of the DSDM consortium)
  • 21. Scrum • • Originally proposed by Schwaber and Beedle Scrum‘s distinguishing features o o o o o Development work is partitioned into ―packets‖ Testing and documentation are on-going as the product is constructed Work occurs in ―sprints‖ and is derived from a ―backlog‖ of existing requirements Meetings are very short and sometimes conducted without chairs ―demos‖ are delivered to the customer with the time-box allocated
  • 22. Scrum
  • 23. Crystal • Proposed by Cockburn and Highsmith • Crystal‘s distinguishing features Actually a family of process models that allow ―maneuverability‖ based on problem characteristics o Face-to-face communication is emphasized o Suggests the use of ―reflection workshops‖ to review the work habits of the team o
  • 24. Feature Driven Development • Originally proposed by Peter Coad et al • FDD‘s distinguishing features Emphasis is on defining ―features‖ • a feature ―is a client-valued function that can be implemented in two weeks or less.‖ o Uses a feature template • <action> the <result> <by | for | of | to> a(n) <object> o A features list is created and ―plan by feature‖ is conducted o Design and construction merge in FDD o
  • 25. Feature Driven Development Reprinted with permission of Peter Coad
  • 26. Agile Modeling • Originally proposed by Scott Ambler • Suggests a set of agile modeling principles Model with a purpose o Use multiple models o Travel light o Content is more important than representation o Know the models and the tools you use to create them o Adapt locally o
  • 27. THE END Copyright © 2013 Mohd. Sharifuddin Ahmad, PhD College of Information Technology