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AGILE SOFTWARE
DEVELOPMENT
PROCESS MODELS
How Projects Really Work
How the customer explained it
How the project leader understood
it
How the analyst designed it
How the programmer wrote it
How the business consultant
described it
How the project was
documented
How much the project cost
What the customer really
needed
Challenged Projects - Reasons
 Lack of User Input
 Incomplete Requirements &
Specifications
 Changing Requirements & Specifications
 Lack of Executive Support
 Technology Incompetence
 Lack of Resources
 Unrealistic Expectations
 Unclear Objectives
 Unrealistic Time Frames
 New Technology
Failed Projects - Reasons
 Incomplete Requirements
 Lack of User Involvement
 Lack of Resources
 Unrealistic Expectations
 Lack of Executive Support
 Changing Requirements & Specifications
 Lack of Planning
 Didn't Need It Any Longer
 Lack of IT Management
 Technology Illiteracy
Successful Projects - Reasons
 User involvement
 Executive management support
 Clear business objectives
 Optimizing scope
 Agile process
 Project manager expertise
 Financial management
 Skilled resources
 Formal methodology
 Standard tools and methodology
What's wrong with “Waterfall”?
What's wrong with “Waterfall”?
 Mistakes are hard to find in early stages
 Expensive to fix mistakes in later stages
 Customers don't know what they want from the
beginning
 Developers don't know how long a project will
take from the beginning
 Business needs change
Effects of “Waterfall”
 Death March projects
 ‒ Mis-estimated schedules lead to successive
overtime
 ‒ Delays in one stage cause delays in succeeding
stages
 Conflict between customers and developers
 ‒ Customers don't get the software that they want
 ‒ Developers don't get clear requirements
 Process and tool obsession
 ‒ People focus on creating artifacts but lose sight of
the
 goal of working software
 ‒ Processes replace natural communication
The Agile Manifesto
They are uncovering better ways of developing
software by doing it and helping others do it.
Through this work they 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,
they value the items on the left more.
Selected Practices
Behavior-driven development (BDD)
Continuous integration (CI)
Domain-driven design (DDD)
Scrum board
Iterative and incremental development (IID)
Test-driven development (TDD)
User story
Extreme Programming (XP)
Iterative Development
Iterative Development
 All steps of SDLC are done at each iteration
Iterative Development
Working software produced at each iteration
– No such thing as “X% complete”, only done
and not done
Iterative Development
 Benefits
 ‒ Customers can evaluate what they want and
adjust requirements
 ‒ Developers get better estimates of future tasks
 ‒ Better communication between customer and
developers and among developers
Talk is about something concrete, not abstract
 ‒ Just enough artifacts are created to produce
working software
Less waste
Test-Driven Development
 Bugs are harder to find and fix when found
later
 Modifying code tends to introduce bugs
- Difficult to know if one has introduced bugs
without tests
 Manual tests are expensive to repeat and
provide limited information
Test-Driven Development
 Programmers should write automated tests as
they code
- Write test before implementation
 Provides immediate feedback if their code
works
 Builds suite of automated tests that can be run
each time code is modified
 Makes it safe to modify existing code
 Frameworks: JUnit, NUnit, hundreds of
others...
TDD Benefits
 Code is safe to modify
 Tests are excellent documentation
- Programmers hate writing documentation, but
they like to code
 Design improves
- Programmers think of their code's behavior
before coding
- Programmers see their code from a second-
person's point-of-view
• Is my code readable? Easy to use?
- Components become decoupled to facilitate
testing
XP
 It concentrates on the development rather than
managerial aspects of software projects
 XP projects start with a release planning
phase, followed by several iterations, each of
which concludes with user acceptance testing.
When the product has enough features to
satisfy users, the team terminates iteration and
releases the software
A simplified XP process
XP rules and concepts
 Integrate often. Development teams must
integrate changes into the development
baseline at least once a day. This concept is
also called continuous integration(CI).
 Project velocity.
 Pair programming.
 User story.
Scrum
 Scrum methodology includes both managerial and
development processes
 After the team completes the project scope and
high-level designs, it divides the development
process into a series of short iterations called
sprints. Each sprint aims to implement a fixed
number of backlog items.
 Before each sprint, the team members identify the
backlog items for the sprint.
 At the end of a sprint, the team reviews the sprint
to articulate lessons learned and check progress.
The Scrum process
Scrum concepts
 Burndown chart. This chart, updated every
day, shows the work remaining within the
sprint.
 Product backlog. Product backlog is the
complete list of requirements
 ScrumMaster. The ScrumMaster is the
person responsible for managing the Scrum
project.
 Sprint backlog. Sprint backlog is the list of
backlog items assigned to a sprint, but not yet
completed

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Agile software development

  • 3. How the customer explained it
  • 4. How the project leader understood it
  • 5. How the analyst designed it
  • 7. How the business consultant described it
  • 8. How the project was documented
  • 9. How much the project cost
  • 10. What the customer really needed
  • 11.
  • 12. Challenged Projects - Reasons  Lack of User Input  Incomplete Requirements & Specifications  Changing Requirements & Specifications  Lack of Executive Support  Technology Incompetence  Lack of Resources  Unrealistic Expectations  Unclear Objectives  Unrealistic Time Frames  New Technology
  • 13. Failed Projects - Reasons  Incomplete Requirements  Lack of User Involvement  Lack of Resources  Unrealistic Expectations  Lack of Executive Support  Changing Requirements & Specifications  Lack of Planning  Didn't Need It Any Longer  Lack of IT Management  Technology Illiteracy
  • 14. Successful Projects - Reasons  User involvement  Executive management support  Clear business objectives  Optimizing scope  Agile process  Project manager expertise  Financial management  Skilled resources  Formal methodology  Standard tools and methodology
  • 15. What's wrong with “Waterfall”?
  • 16. What's wrong with “Waterfall”?  Mistakes are hard to find in early stages  Expensive to fix mistakes in later stages  Customers don't know what they want from the beginning  Developers don't know how long a project will take from the beginning  Business needs change
  • 17. Effects of “Waterfall”  Death March projects  ‒ Mis-estimated schedules lead to successive overtime  ‒ Delays in one stage cause delays in succeeding stages  Conflict between customers and developers  ‒ Customers don't get the software that they want  ‒ Developers don't get clear requirements  Process and tool obsession  ‒ People focus on creating artifacts but lose sight of the  goal of working software  ‒ Processes replace natural communication
  • 18. The Agile Manifesto They are uncovering better ways of developing software by doing it and helping others do it. Through this work they 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, they value the items on the left more.
  • 19. Selected Practices Behavior-driven development (BDD) Continuous integration (CI) Domain-driven design (DDD) Scrum board Iterative and incremental development (IID) Test-driven development (TDD) User story Extreme Programming (XP)
  • 21. Iterative Development  All steps of SDLC are done at each iteration
  • 22. Iterative Development Working software produced at each iteration – No such thing as “X% complete”, only done and not done
  • 23. Iterative Development  Benefits  ‒ Customers can evaluate what they want and adjust requirements  ‒ Developers get better estimates of future tasks  ‒ Better communication between customer and developers and among developers Talk is about something concrete, not abstract  ‒ Just enough artifacts are created to produce working software Less waste
  • 24. Test-Driven Development  Bugs are harder to find and fix when found later  Modifying code tends to introduce bugs - Difficult to know if one has introduced bugs without tests  Manual tests are expensive to repeat and provide limited information
  • 25. Test-Driven Development  Programmers should write automated tests as they code - Write test before implementation  Provides immediate feedback if their code works  Builds suite of automated tests that can be run each time code is modified  Makes it safe to modify existing code  Frameworks: JUnit, NUnit, hundreds of others...
  • 26.
  • 27. TDD Benefits  Code is safe to modify  Tests are excellent documentation - Programmers hate writing documentation, but they like to code  Design improves - Programmers think of their code's behavior before coding - Programmers see their code from a second- person's point-of-view • Is my code readable? Easy to use? - Components become decoupled to facilitate testing
  • 28. XP  It concentrates on the development rather than managerial aspects of software projects  XP projects start with a release planning phase, followed by several iterations, each of which concludes with user acceptance testing. When the product has enough features to satisfy users, the team terminates iteration and releases the software
  • 29. A simplified XP process
  • 30. XP rules and concepts  Integrate often. Development teams must integrate changes into the development baseline at least once a day. This concept is also called continuous integration(CI).  Project velocity.  Pair programming.  User story.
  • 31. Scrum  Scrum methodology includes both managerial and development processes  After the team completes the project scope and high-level designs, it divides the development process into a series of short iterations called sprints. Each sprint aims to implement a fixed number of backlog items.  Before each sprint, the team members identify the backlog items for the sprint.  At the end of a sprint, the team reviews the sprint to articulate lessons learned and check progress.
  • 33. Scrum concepts  Burndown chart. This chart, updated every day, shows the work remaining within the sprint.  Product backlog. Product backlog is the complete list of requirements  ScrumMaster. The ScrumMaster is the person responsible for managing the Scrum project.  Sprint backlog. Sprint backlog is the list of backlog items assigned to a sprint, but not yet completed