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 Agile software development is a group of software development
methods based on iterative and incremental development, where
requirements and solutions evolve through collaboration between self-
organizing, cross-functional teams.
 It promotes adaptive planning, evolutionary development and delivery,
a time-boxed iterative approach, and encourages rapid and flexible
response to change.
 It is a conceptual framework that promotes foreseen interactions throughout
the development cycle.
 The Agile Manifesto[ introduced the term in 2001. (Wiki, 21 Aug 12)
 A software development methodology or system
development methodology in software
engineering is a framework that is used to
structure, plan, and control the process of
developing an information system.
 Software Engineering (WIKI) (SE) is the application of a systematic,
disciplined, quantifiable approach to the design, development, operation,
and maintenance of software, and the study of these approaches; that is,
the application of engineering to software.
 Software Development, a much used and more generic term, does not
necessarily subsume the engineering paradigm.
› The field's future looks bright according to Money Magazine and
Salary.com, which rated "software engineer" as the best job in the
United States in 2006.
› In 2012, software engineering was again ranked as the best job in the
United States, this time by CareerCast.com.
 An information system (IS) - is any combination of information technology
and people's activities that support operations, management and decision
making.
 In a very broad sense, the term information system is frequently used to
refer to the interaction between people, processes, data and technology.
 In this sense, the term is used to refer
› not only to the information and communication technology (ICT) that
an organization uses,
› but also to the way in which people interact with this technology in
support of business processes. (Wiki)
Iterative and Incremental development is at the heart of a cyclic
software development process developed in response to the
weaknesses of the waterfall model.
It starts with an initial planning and ends with deployment with the cyclic
interactions in between.
Iterative and incremental development are essential parts of the
Rational Unified Process, Extreme Programming and generally the
various agile software development frameworks.
It follows a similar process to the “plan-do-check-act” cycle of business
process improvement.
 In time management, a time box allots
a fixed period of time for an activity.
 Time boxing plans activity by allocating
time boxes.
 Fears regarding software development led to a number
of pioneers / industry experts to develop the Agile
Manifesto based up some firm values and principles.
 Practitioners had become afraid that repeated software
failures could not be stopped without some kind of
guiding process to guide development activities.
 Practitioners were afraid that
› The project will produce the wrong product
› The project will produce a product of inferior quality
› The project will be late
› We’ll have to work 80 hour weeks
› We’ll have to break commitments
› We won’t be having fun.
 These individuals, called The Agile Alliance, were thus motivated to constrain activities such
that certain outputs and artifacts are predictably produced.
 Based on their experiences around 2000, these notables got together to address common
development problems.
 It was their goal to outline the values and principles that would allow software teams to develop
quickly and respond to change.
 These activities arose in large part to runaway processes.
› Failure to achieve certain goals was met with ‘more process.’ Schedules slipped; budgets
bloated, and processes became even larger.
 The Alliance (17) created a statement of values, which has been termed the manifesto of the
Agile Alliance.
 They then developed the 12 Principles of Agility.
 “We are uncovering better ways of developing software by doing it and helping
others do it. Through this work we have come to the value:
1. Individuals and interactions over processes and tools
2. Working software over comprehensive documentation
3. Customer collaboration over contract negotiation
4. 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.”
Let’s look at these values to discern exactly what is meant.
 Strong players are a must, but strong players can fail if they don’t work together.
 Strong player: not necessarily an ‘ace;’ working well with others! Communication
and interacting is more important than raw talent.
 The ‘right’ tools are vital to smooth functioning of a team.
 Start small. Find a free tool and use until you can demo you’ve outgrown it. Don’t
assume bigger is better. Start with white board; flat files before going to a huge
database.
 Building a team is more important than building the environment.
 Some managers build the environment and expect the team to fall together. Doesn’t
work. Let the team build the environment on the basis of need.
 Code – not ideal medium for communicating rationale and system structure. Team needs to produce
human readable documents describing system and design decision rationale.
 Too much documentation is worse than too little.
› Take time; more to keep in sync with code; Not kept in sync? It is a lie and misleading.
 Short rationale and structure document.
› Keep this in sync; Only highest level structure in the system kept.
 How to train newbees if short & sweet?
› Work closely with them.
› Transfer knowledge by sitting with them; make part of team via close training and interaction
 Two essential docs for transferring info to new team members: code and team.
› Code is the only unambiguous source of information.
› Team holds every-changing roadmap of systems in their heads; cannot put on paper.
› Best way to transfer info- interact with them.
 Fatal flaw: Pursue documentation instead of software:
 Rule: Produce no document unless its need is immediate and significant.
 Not possible to describe software requirements up front and leave
someone else to develop it within cost and on time.
 Customers cannot just cite needs and go away
 Successful projects require customer feedback on a regular and
frequent basis – and not dependent upon a contract or SOW.
› Customer must work closely with development team for feedback
on team’s efforts.
 Best contracts are NOT those specifying requirements, schedule and cost.
› Become meaningless shortly.
› Far better are contracts that govern the way the development team and
customer will work together.
› Details ideally not specified in contract. Rather contracts could pay when a
block passed customer’s acceptance tests.
 Details of the acceptance tests were not specified in the contract.
 With frequent deliverables and feedback, acceptance tests never an issue.
 Typically major changes common; whole blocks of functionality removed;
others inserted.
 Key was intense collaboration with the customer and a contract that
governed that collaboration rather than specifying the details of scope and
schedule for a fixed cost.
 Our plans and the ability to respond to changes is critical!
 Course of a project cannot be predicted far into the future.
› Too many variables; not many good ways at estimating cost.
 Tempting to create a PERT or Gnant chart for whole project.
› This does Not give novice managers control.
› Can track individual tasks, compare to actual dates w/planned dates and
react to discrepancies.
› But the structure of the chart will downgrade
› As developers gain knowledge of the system and as customer gains
knowledge about their needs, some tasks will become unnecessary;
others will be discovered and will be added to ‘the list.’
› In short, the plan will undergo changes in shape, not just dates.
 Better planning strategy – make detailed plans for the next few weeks, very
rough plans for the next few months, and extremely crude plans beyond
that.
 Need to know what we will be working on the next few weeks; roughly for
the next few months; a vague idea what system will do after a year.
 So, we are only investing in a detailed plan for immediate tasks; once plan
is made, difficult to change due to momentum and commitment.
› But rest of plan remains flexible. The lower resolution parts of the plan
can be changed with relative ease.
The following principles are
those that differentiate agile
processes from others.
 Research has indicated that a number of practices have significant impact upon
quality of final system:
 A strong correlation between quality and early delivery of a partially functioning
system.
› The less functional the initial delivery, the higher the quality of the final delivery.
 Another strong correlation exists between final quality and frequently deliveries of
increasing functionality.
› The more frequent the deliveries, the higher the final quality.
 Agile processes deliver early and often. Rudimentary system first followed by
systems of increasing functionality every few weeks.
› Customers my use these systems in production, or
› May choose to review existing functionality and report on changes to be made.
 This is a statement of attitude. The participants in an agile process are not
afraid of change.
› View changes to the requirements as good things, because they mean
that the team has learned more about what it will take to satisfy the
market.
 An agile team works very hard to keep the structure of their software
flexible, so that when requirements change, the impact to the system is
minimal.
 Moreso, the principles of object oriented design help us to maintain this
kind of flexibility.
 We deliver working software.
› Deliver early and often.
› Be not content with delivering bundles of documents, or plans.
› Don’t count those as true deliverables.
 The goal of delivering software that satisfies the customer’s needs.
 In order for a project to be agile, there must be
significant and frequent interaction between the
customers, developers, and stakeholders.
 An agile project is not like a fire-and-forget
weapon.
 An agile project must be continuously guided.
 An agile project is one in which people are considered the most important
factor of success.
› All other factors, process, environment, management, etc., are
considered to be second order effects, and are subject to change if
they are having an adverse effect upon the people.
 For example, if the office environment is an obstacle to the team, the office
environment changes.
 If certain process steps are an obstacle to the team, the process steps
change.
 In an agile project, please talk to each other.
› The primary mode of communication is conversation.
› Documents may be created, but there is no attempt to capture
all project information in writing.
 An agile project team does not demand written specs, written
plans, or written designs.
› They may create them if they perceive an immediate and
significant need, but they are not the default.
› The default is conversation.
 Agile projects measure their progress by measuring the
amount of software that is working.
› They don’t measure their progress in terms of the
phase that they are in, or by the volume of
documentation that has been produced, or by the
amount of infrastructure code they have created.
 They are 30% done when 30% of the necessary
functionality is working.
 An agile project is not run like a 50 yard dash; it is run like a marathon.
› The team does not take off at full speed and try to maintain that speed for
the duration.
› Rather they run at a fast, but sustainable, pace.
 Running too fast leads to burnout, shortcuts, and debacle.
 Agile teams pace themselves.
› They don’t allow themselves to get too tired.
› They don’t borrow tomorrow’s energy to get a bit more done today.
› They work at a rate that allows them to maintain the highest quality
standards for the duration of the project.
 High quality is the key to high speed.
› The way to go fast is to keep the software as clean and robust as
possible.
› Thus, all agile team-members are committed to producing only the
highest quality code they can.
› They do not make messes and then tell themselves they’ll clean it up
when they have more time.
 If they make a mess, they clean it up before they finish for the day.
 Agile teams do not try to build the grand system in the sky.
› Rather they always take the simplest path that is consistent with
their goals.
› They don’t anticipate tomorrow’s problems and try to defend
against them today.
› Rather they do the simplest and highest quality work today,
confident that it will be easy to change if and when tomorrows
problems arise.
 An agile team is a self organizing team.
› Responsibilities are not handed to individual team members from the
outside. Responsibilities are communicated to the team as a whole, and
the team determines the best way to fulfill them.
 Agile team members work together on all aspects of the project.
› Each is allowed input into the whole.
› No single team member is responsible for the architecture, or the
requirements, or the tests, etc.
› The team shares those responsibilities and each team member has
influence over them.
 An agile team continually adjusts its organization, rules,
conventions, relationships, etc.
 An agile team knows that its environment is
continuously changing, and knows that they must
change with that environment to remain agile.
 The professional goal of every software engineer, and every development team, is to
deliver the highest possible value to our employers and customers.
› And yet, our projects fail, or fail to deliver value, at a dismaying rate.
 Though well intentioned, the upward spiral of process inflation is culpable for at least
some of this failure.
 The principles and values of agile software development were formed as a way to help
teams break the cycle of process inflation, and to focus on simple techniques for reaching
their goals.
 At the time of this writing there were many agile processes to choose from. These include
› SCRUM,
› Crystal,
› Feature Driven Development,
› Adaptive Software Development (ADP), and most significantly,
› Extreme Programming.

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Agile software development

  • 1.
  • 2.  Agile software development is a group of software development methods based on iterative and incremental development, where requirements and solutions evolve through collaboration between self- organizing, cross-functional teams.  It promotes adaptive planning, evolutionary development and delivery, a time-boxed iterative approach, and encourages rapid and flexible response to change.  It is a conceptual framework that promotes foreseen interactions throughout the development cycle.  The Agile Manifesto[ introduced the term in 2001. (Wiki, 21 Aug 12)
  • 3.  A software development methodology or system development methodology in software engineering is a framework that is used to structure, plan, and control the process of developing an information system.
  • 4.  Software Engineering (WIKI) (SE) is the application of a systematic, disciplined, quantifiable approach to the design, development, operation, and maintenance of software, and the study of these approaches; that is, the application of engineering to software.  Software Development, a much used and more generic term, does not necessarily subsume the engineering paradigm. › The field's future looks bright according to Money Magazine and Salary.com, which rated "software engineer" as the best job in the United States in 2006. › In 2012, software engineering was again ranked as the best job in the United States, this time by CareerCast.com.
  • 5.  An information system (IS) - is any combination of information technology and people's activities that support operations, management and decision making.  In a very broad sense, the term information system is frequently used to refer to the interaction between people, processes, data and technology.  In this sense, the term is used to refer › not only to the information and communication technology (ICT) that an organization uses, › but also to the way in which people interact with this technology in support of business processes. (Wiki)
  • 6. Iterative and Incremental development is at the heart of a cyclic software development process developed in response to the weaknesses of the waterfall model. It starts with an initial planning and ends with deployment with the cyclic interactions in between. Iterative and incremental development are essential parts of the Rational Unified Process, Extreme Programming and generally the various agile software development frameworks. It follows a similar process to the “plan-do-check-act” cycle of business process improvement.
  • 7.  In time management, a time box allots a fixed period of time for an activity.  Time boxing plans activity by allocating time boxes.
  • 8.  Fears regarding software development led to a number of pioneers / industry experts to develop the Agile Manifesto based up some firm values and principles.  Practitioners had become afraid that repeated software failures could not be stopped without some kind of guiding process to guide development activities.
  • 9.  Practitioners were afraid that › The project will produce the wrong product › The project will produce a product of inferior quality › The project will be late › We’ll have to work 80 hour weeks › We’ll have to break commitments › We won’t be having fun.
  • 10.  These individuals, called The Agile Alliance, were thus motivated to constrain activities such that certain outputs and artifacts are predictably produced.  Based on their experiences around 2000, these notables got together to address common development problems.  It was their goal to outline the values and principles that would allow software teams to develop quickly and respond to change.  These activities arose in large part to runaway processes. › Failure to achieve certain goals was met with ‘more process.’ Schedules slipped; budgets bloated, and processes became even larger.  The Alliance (17) created a statement of values, which has been termed the manifesto of the Agile Alliance.  They then developed the 12 Principles of Agility.
  • 11.  “We are uncovering better ways of developing software by doing it and helping others do it. Through this work we have come to the value: 1. Individuals and interactions over processes and tools 2. Working software over comprehensive documentation 3. Customer collaboration over contract negotiation 4. 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.” Let’s look at these values to discern exactly what is meant.
  • 12.  Strong players are a must, but strong players can fail if they don’t work together.  Strong player: not necessarily an ‘ace;’ working well with others! Communication and interacting is more important than raw talent.  The ‘right’ tools are vital to smooth functioning of a team.  Start small. Find a free tool and use until you can demo you’ve outgrown it. Don’t assume bigger is better. Start with white board; flat files before going to a huge database.  Building a team is more important than building the environment.  Some managers build the environment and expect the team to fall together. Doesn’t work. Let the team build the environment on the basis of need.
  • 13.  Code – not ideal medium for communicating rationale and system structure. Team needs to produce human readable documents describing system and design decision rationale.  Too much documentation is worse than too little. › Take time; more to keep in sync with code; Not kept in sync? It is a lie and misleading.  Short rationale and structure document. › Keep this in sync; Only highest level structure in the system kept.  How to train newbees if short & sweet? › Work closely with them. › Transfer knowledge by sitting with them; make part of team via close training and interaction  Two essential docs for transferring info to new team members: code and team. › Code is the only unambiguous source of information. › Team holds every-changing roadmap of systems in their heads; cannot put on paper. › Best way to transfer info- interact with them.  Fatal flaw: Pursue documentation instead of software:  Rule: Produce no document unless its need is immediate and significant.
  • 14.  Not possible to describe software requirements up front and leave someone else to develop it within cost and on time.  Customers cannot just cite needs and go away  Successful projects require customer feedback on a regular and frequent basis – and not dependent upon a contract or SOW. › Customer must work closely with development team for feedback on team’s efforts.
  • 15.  Best contracts are NOT those specifying requirements, schedule and cost. › Become meaningless shortly. › Far better are contracts that govern the way the development team and customer will work together. › Details ideally not specified in contract. Rather contracts could pay when a block passed customer’s acceptance tests.  Details of the acceptance tests were not specified in the contract.  With frequent deliverables and feedback, acceptance tests never an issue.  Typically major changes common; whole blocks of functionality removed; others inserted.  Key was intense collaboration with the customer and a contract that governed that collaboration rather than specifying the details of scope and schedule for a fixed cost.
  • 16.  Our plans and the ability to respond to changes is critical!  Course of a project cannot be predicted far into the future. › Too many variables; not many good ways at estimating cost.  Tempting to create a PERT or Gnant chart for whole project. › This does Not give novice managers control. › Can track individual tasks, compare to actual dates w/planned dates and react to discrepancies. › But the structure of the chart will downgrade › As developers gain knowledge of the system and as customer gains knowledge about their needs, some tasks will become unnecessary; others will be discovered and will be added to ‘the list.’ › In short, the plan will undergo changes in shape, not just dates.
  • 17.  Better planning strategy – make detailed plans for the next few weeks, very rough plans for the next few months, and extremely crude plans beyond that.  Need to know what we will be working on the next few weeks; roughly for the next few months; a vague idea what system will do after a year.  So, we are only investing in a detailed plan for immediate tasks; once plan is made, difficult to change due to momentum and commitment. › But rest of plan remains flexible. The lower resolution parts of the plan can be changed with relative ease.
  • 18. The following principles are those that differentiate agile processes from others.
  • 19.  Research has indicated that a number of practices have significant impact upon quality of final system:  A strong correlation between quality and early delivery of a partially functioning system. › The less functional the initial delivery, the higher the quality of the final delivery.  Another strong correlation exists between final quality and frequently deliveries of increasing functionality. › The more frequent the deliveries, the higher the final quality.  Agile processes deliver early and often. Rudimentary system first followed by systems of increasing functionality every few weeks. › Customers my use these systems in production, or › May choose to review existing functionality and report on changes to be made.
  • 20.  This is a statement of attitude. The participants in an agile process are not afraid of change. › View changes to the requirements as good things, because they mean that the team has learned more about what it will take to satisfy the market.  An agile team works very hard to keep the structure of their software flexible, so that when requirements change, the impact to the system is minimal.  Moreso, the principles of object oriented design help us to maintain this kind of flexibility.
  • 21.  We deliver working software. › Deliver early and often. › Be not content with delivering bundles of documents, or plans. › Don’t count those as true deliverables.  The goal of delivering software that satisfies the customer’s needs.
  • 22.  In order for a project to be agile, there must be significant and frequent interaction between the customers, developers, and stakeholders.  An agile project is not like a fire-and-forget weapon.  An agile project must be continuously guided.
  • 23.  An agile project is one in which people are considered the most important factor of success. › All other factors, process, environment, management, etc., are considered to be second order effects, and are subject to change if they are having an adverse effect upon the people.  For example, if the office environment is an obstacle to the team, the office environment changes.  If certain process steps are an obstacle to the team, the process steps change.
  • 24.  In an agile project, please talk to each other. › The primary mode of communication is conversation. › Documents may be created, but there is no attempt to capture all project information in writing.  An agile project team does not demand written specs, written plans, or written designs. › They may create them if they perceive an immediate and significant need, but they are not the default. › The default is conversation.
  • 25.  Agile projects measure their progress by measuring the amount of software that is working. › They don’t measure their progress in terms of the phase that they are in, or by the volume of documentation that has been produced, or by the amount of infrastructure code they have created.  They are 30% done when 30% of the necessary functionality is working.
  • 26.  An agile project is not run like a 50 yard dash; it is run like a marathon. › The team does not take off at full speed and try to maintain that speed for the duration. › Rather they run at a fast, but sustainable, pace.  Running too fast leads to burnout, shortcuts, and debacle.  Agile teams pace themselves. › They don’t allow themselves to get too tired. › They don’t borrow tomorrow’s energy to get a bit more done today. › They work at a rate that allows them to maintain the highest quality standards for the duration of the project.
  • 27.  High quality is the key to high speed. › The way to go fast is to keep the software as clean and robust as possible. › Thus, all agile team-members are committed to producing only the highest quality code they can. › They do not make messes and then tell themselves they’ll clean it up when they have more time.  If they make a mess, they clean it up before they finish for the day.
  • 28.  Agile teams do not try to build the grand system in the sky. › Rather they always take the simplest path that is consistent with their goals. › They don’t anticipate tomorrow’s problems and try to defend against them today. › Rather they do the simplest and highest quality work today, confident that it will be easy to change if and when tomorrows problems arise.
  • 29.  An agile team is a self organizing team. › Responsibilities are not handed to individual team members from the outside. Responsibilities are communicated to the team as a whole, and the team determines the best way to fulfill them.  Agile team members work together on all aspects of the project. › Each is allowed input into the whole. › No single team member is responsible for the architecture, or the requirements, or the tests, etc. › The team shares those responsibilities and each team member has influence over them.
  • 30.  An agile team continually adjusts its organization, rules, conventions, relationships, etc.  An agile team knows that its environment is continuously changing, and knows that they must change with that environment to remain agile.
  • 31.  The professional goal of every software engineer, and every development team, is to deliver the highest possible value to our employers and customers. › And yet, our projects fail, or fail to deliver value, at a dismaying rate.  Though well intentioned, the upward spiral of process inflation is culpable for at least some of this failure.  The principles and values of agile software development were formed as a way to help teams break the cycle of process inflation, and to focus on simple techniques for reaching their goals.  At the time of this writing there were many agile processes to choose from. These include › SCRUM, › Crystal, › Feature Driven Development, › Adaptive Software Development (ADP), and most significantly, › Extreme Programming.