2. AGILE DEVELOPMENT
• Human interactions are complicated and
never very crisp and clean in their effects, but they matter more than
any other aspect of the work. — Tom de Marco and Timothy Lister.
• Principles, patterns are important but it’s people that make it works
• If our projects are to succeed, we are going to have to build
collaborative and self-organizing teams
3. AGILE PRACTICES
• Lack of effective practices leads to
unpredictability, repeated error, and wasted
effort resulting in slipping schedules, growing
budget and poor quality
• How we solve it? We can create constraints to
avoid errors
• Big cumbersome process can create the very
problems that Is designed to prevent . Slipping
schedules, growing budget and poor quality
4. AGILE ALLIANCE MANIFESTO
• INDIVIDUALS AND INTERACTIONS OVER PROCESSES AND TOOLS
• WORKING SOFTWARE OVER COMPREHENSIVE DOCUMENTATION
• CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION
• RESPONDING TO CHANGE OVER FOLLOWING A PLAN
5. INDIVIDUALS AND
INTERACTIONS OVER
PROCESSES AND TOOLS
• A GOOD PROCESS WILL NOT SAVE THE PROJECT
FORM A FAILURE IF THE TEAM DOESN’T HAVE
STRONG PLAYERS BUT A BAD PROCESS CAN MAKE
EVEN THE STRONGEST OF PLAYER INEFFECTIVE
• A TEAM OF AVERAGE PROGRAMMERS WHO
COMMUNICATE WELL ARE MORE LIKELU TO
SUCCED THAN A GROUP OF SUPERSTARS WHO
FAIL TO INTERACT AS A TEAM
6. WORKING SOFTWARE OVER
COMPREHENSIVE DOCUMENTATION
• SOFTWARE WITHOUT DOCUMENTATION IS A DISASTER.
TEAMS NEEDS TO PRODUCE HUMAN REDABLE DOCUMENTS
THAT DESCRIBE THE SYSTEM
• TOO MUCH DOCUMENTATION IS WORST THANT TOO LITTLE:
• DIFFICULT TO KEEP IN SYNC, NEEDS TIME TO PRODUCE
• DOCUMENTS NEED TO BE SHORT AND SALIENT
• TWO BEST DOUCMENT FOR NEW TEAM MEMBERS ARE THE
CODE AND THE TEAM (HUMAN TO HUMAN INTERACTION)
7. CUSTOMER COLLABORATION OVER CONTRACT NEGOTIATION
• YOU CANNOT WRITE A DESCRIPTION OF THE SOFTWARE YOU WANT
AND THEN HAVE SOMEONE DEVELOP IT IN A FIXED SCHEDULE FOR A
FIXED PRICE
• SUCCESSFUL PROJECTS IVOLVE FREQUENT CUSTOMER FEEDBACK
• THE BEST CONTRACT ARE THE CONTRACT WHERE THAT DESCRIBE
HOW THE CUSTOMER AND DEVELOPER INTERACT
• REQUIREMENTS OF A PROJECT CAN BE IN A COSTANT STAT OF FLUX .
MAJOR CHANGE TO THE ORIGINAL PLAN ARE ADDIMTTED AND
NORMAL
8. RESPONDING TO CHANGE OVER
FOLLOWING A PLAN
• IS THE ABILITY TO RESPOND TO CHANGE THAT OFTEN DETERMINE IF A
PROJECT SUCCED OR FAIL
• PLAN HAS TO BE FLEXIBLE, YOU CAN NOT PLANING TOO FAR IN THE
FUTURE.
• GOOD RECIPE FOR THE RIGHT PLANING STARTEGY:
• DETAILED PLAN FOR THE NEXT 2 WEEKS
• ROUGH PLAN NEXT 3 MONTHS
• CRUDE PLAN BEYOND THAT