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1
Chapter 3
 Agile Development
2
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:
•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
3
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
4
Agility and the Cost of Change
5
Extreme Programming (XP)
 The most widely used agile process, originally
proposed by Kent Beck
 XP Planning
 Begins with the creation of “user stories”
 Agile team assesses each story and assigns a cost
 Stories are grouped to for a deliverable increment
 A commitment is made on delivery date
 After the first increment “project velocity” is used to
help define subsequent delivery dates for other
increments
6
Extreme Programming (XP)
 XP Design
 Follows the KIS 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
 Recommends the construction of a unit test for a store before
coding commences
 Encourages “pair programming”
 XP Testing
 All unit tests are executed daily
 “Acceptance tests” are defined by the customer and excuted to
assess customer visible functionality
7
Extreme Programming (XP)
unit t est
cont inuous int egrat ion
accept ance t est ing
pair
programming
Release
user st ories
values
accept ance t est crit eria
it erat ion plan
simple design
CRC cards
spike solut ions
prot ot ypes
refact oring
software increment
project velocity computed
8
Adaptive Software Development
 Originally proposed by Jim Highsmith
 ASD — distinguishing features
 Mission-driven planning
 Component-based focus
 Uses “time-boxing” (See Chapter 24)
 Explicit consideration of risks
 Emphasizes collaboration for requirements gathering
 Emphasizes “learning” throughout the process
9
Adaptive Software Development
adapt ive cycle planning
uses mission st at ement
project const raint s
basic requirement s
t ime-boxed release plan
Requirement s gat hering
JAD
mini-specs
component s implement ed/ t est ed
focus groups for feedback
formal t echnical reviews
post mort ems
software increment
adjustments for subsequent cycles
Release
10
Scrum
 Originally proposed by Schwaber and Beedle
 Scrum—distinguishing features
 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
11
Scrum
Scrum Process Flow (used with permission)
12
Crystal
 Proposed by Cockburn and Highsmith
 Crystal—distinguishing features
 Actually a family of process models that allow
“maneuverability” based on problem characteristics
 Face-to-face communication is emphasized
 Suggests the use of “reflection workshops” to
review the work habits of the team

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Chapter 3.pdf Agile Development + framework

  • 1. 1 Chapter 3  Agile Development
  • 2. 2 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: •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
  • 3. 3 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
  • 4. 4 Agility and the Cost of Change
  • 5. 5 Extreme Programming (XP)  The most widely used agile process, originally proposed by Kent Beck  XP Planning  Begins with the creation of “user stories”  Agile team assesses each story and assigns a cost  Stories are grouped to for a deliverable increment  A commitment is made on delivery date  After the first increment “project velocity” is used to help define subsequent delivery dates for other increments
  • 6. 6 Extreme Programming (XP)  XP Design  Follows the KIS 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  Recommends the construction of a unit test for a store before coding commences  Encourages “pair programming”  XP Testing  All unit tests are executed daily  “Acceptance tests” are defined by the customer and excuted to assess customer visible functionality
  • 7. 7 Extreme Programming (XP) unit t est cont inuous int egrat ion accept ance t est ing pair programming Release user st ories values accept ance t est crit eria it erat ion plan simple design CRC cards spike solut ions prot ot ypes refact oring software increment project velocity computed
  • 8. 8 Adaptive Software Development  Originally proposed by Jim Highsmith  ASD — distinguishing features  Mission-driven planning  Component-based focus  Uses “time-boxing” (See Chapter 24)  Explicit consideration of risks  Emphasizes collaboration for requirements gathering  Emphasizes “learning” throughout the process
  • 9. 9 Adaptive Software Development adapt ive cycle planning uses mission st at ement project const raint s basic requirement s t ime-boxed release plan Requirement s gat hering JAD mini-specs component s implement ed/ t est ed focus groups for feedback formal t echnical reviews post mort ems software increment adjustments for subsequent cycles Release
  • 10. 10 Scrum  Originally proposed by Schwaber and Beedle  Scrum—distinguishing features  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
  • 11. 11 Scrum Scrum Process Flow (used with permission)
  • 12. 12 Crystal  Proposed by Cockburn and Highsmith  Crystal—distinguishing features  Actually a family of process models that allow “maneuverability” based on problem characteristics  Face-to-face communication is emphasized  Suggests the use of “reflection workshops” to review the work habits of the team