The document provides an overview of the Agile methodology, including its history, principles, characteristics, and popular methods like Scrum and Extreme Programming (XP). It describes how Agile evolved in the 1990s as an alternative to heavyweight methods like the Waterfall model. Key aspects of Agile include iterative development, frequent delivery of working software, collaboration between self-organizing cross-functional teams, and responding to change over following a plan.
Agile Methodology in Software DevelopmentRaghav Seth
The document discusses various agile methodologies and frameworks, with a focus on Scrum. It defines Scrum as an agile process that allows teams to focus on delivering the highest business value in the shortest time through rapid inspection of working software every 2-4 weeks. Key Scrum roles include the Product Owner who prioritizes features, the Scrum Master who facilitates the process, and self-organizing Development Teams. Sprints involve planning, daily stand-ups, demos, and retrospectives to continuously improve.
This document provides an overview of different software development processes including the waterfall model, iterative model, Rational Unified Process (RUP), and Agile Development Process (ADP). It describes the key aspects of each process including phases, roles, artifacts, and ceremonies. Specifically, it provides detailed explanations of Scrum, an agile methodology, including Scrum roles like Product Owner and Scrum Master, ceremonies like the Daily Scrum, and artifacts like the Product Backlog and Sprint Backlog. The document concludes with references for further information.
This document provides an overview of Agile and Scrum methodologies. It describes the iterative incremental model and compares it to the waterfall model. The key aspects of Agile include iterative development, early delivery of working software, collaboration between business and developers, self-organizing teams, and face-to-face communication. Scrum is then introduced as a framework for implementing Agile. The core Scrum roles, events, artifacts, user stories, estimation techniques, and burn down charts are defined and explained at a high level.
- Scrum is an agile framework for managing complex projects using short development cycles ("sprints"), regular inspection of progress, and adaptation to change. It emphasizes communication, collaboration, and incremental delivery of work.
- Key Scrum roles include the Product Owner who prioritizes features, the Development Team who implements them, and the Scrum Master who facilitates the process.
- Core Scrum activities are Sprint Planning meetings, Daily Scrums, Sprint Reviews, and Sprint Retrospectives, which focus the team and enable inspection and adaptation.
- The Product Backlog contains prioritized features and the Sprint Backlog contains work for the current Sprint. A Burn Down Chart tracks progress. Scrum
This document provides an overview of agile software development. It discusses the differences between the waterfall model and agile approaches. The key principles of agile include prioritizing individuals and interactions, working software, customer collaboration, and responding to change. An example agile process used by Elsevier is described, involving roles like product owners, business analysts, developers, and quality analysts. Extreme programming is mentioned as an agile method that focuses on user stories, small releases, pair programming, unit testing, and simplicity.
The document discusses Agile methodology, which is an iterative software development approach based on self-organizing teams. It describes when Agile is useful, such as for complicated projects or when requirements are unclear. Specific Agile methods like Scrum are outlined, including Scrum roles, sprints, and meetings. Advantages include rapid delivery and adaptation, while disadvantages include potential lack of documentation. Tools can help with requirements, planning, tracking, and quality assurance in Agile projects.
Introduction to the scrum framework: roles, activities and artifacts.
Scrum is an agile methodology for project management, to create a high quality product.
www.nieldeckx.be
The document provides an overview of agile methodology and scrum framework. It begins with a short history of traditional waterfall software development processes and their limitations. It then introduces the agile manifesto and values, as well as the 12 agile principles. A key part of agile is iterative development with short sprints. Scrum is discussed as one of the major agile frameworks, outlining its ceremonies like sprint planning, daily standups, and retrospectives. Scrum roles of product owner, scrum master, and self-organizing team are also summarized.
Agile Methodology in Software DevelopmentRaghav Seth
The document discusses various agile methodologies and frameworks, with a focus on Scrum. It defines Scrum as an agile process that allows teams to focus on delivering the highest business value in the shortest time through rapid inspection of working software every 2-4 weeks. Key Scrum roles include the Product Owner who prioritizes features, the Scrum Master who facilitates the process, and self-organizing Development Teams. Sprints involve planning, daily stand-ups, demos, and retrospectives to continuously improve.
This document provides an overview of different software development processes including the waterfall model, iterative model, Rational Unified Process (RUP), and Agile Development Process (ADP). It describes the key aspects of each process including phases, roles, artifacts, and ceremonies. Specifically, it provides detailed explanations of Scrum, an agile methodology, including Scrum roles like Product Owner and Scrum Master, ceremonies like the Daily Scrum, and artifacts like the Product Backlog and Sprint Backlog. The document concludes with references for further information.
This document provides an overview of Agile and Scrum methodologies. It describes the iterative incremental model and compares it to the waterfall model. The key aspects of Agile include iterative development, early delivery of working software, collaboration between business and developers, self-organizing teams, and face-to-face communication. Scrum is then introduced as a framework for implementing Agile. The core Scrum roles, events, artifacts, user stories, estimation techniques, and burn down charts are defined and explained at a high level.
- Scrum is an agile framework for managing complex projects using short development cycles ("sprints"), regular inspection of progress, and adaptation to change. It emphasizes communication, collaboration, and incremental delivery of work.
- Key Scrum roles include the Product Owner who prioritizes features, the Development Team who implements them, and the Scrum Master who facilitates the process.
- Core Scrum activities are Sprint Planning meetings, Daily Scrums, Sprint Reviews, and Sprint Retrospectives, which focus the team and enable inspection and adaptation.
- The Product Backlog contains prioritized features and the Sprint Backlog contains work for the current Sprint. A Burn Down Chart tracks progress. Scrum
This document provides an overview of agile software development. It discusses the differences between the waterfall model and agile approaches. The key principles of agile include prioritizing individuals and interactions, working software, customer collaboration, and responding to change. An example agile process used by Elsevier is described, involving roles like product owners, business analysts, developers, and quality analysts. Extreme programming is mentioned as an agile method that focuses on user stories, small releases, pair programming, unit testing, and simplicity.
The document discusses Agile methodology, which is an iterative software development approach based on self-organizing teams. It describes when Agile is useful, such as for complicated projects or when requirements are unclear. Specific Agile methods like Scrum are outlined, including Scrum roles, sprints, and meetings. Advantages include rapid delivery and adaptation, while disadvantages include potential lack of documentation. Tools can help with requirements, planning, tracking, and quality assurance in Agile projects.
Introduction to the scrum framework: roles, activities and artifacts.
Scrum is an agile methodology for project management, to create a high quality product.
www.nieldeckx.be
The document provides an overview of agile methodology and scrum framework. It begins with a short history of traditional waterfall software development processes and their limitations. It then introduces the agile manifesto and values, as well as the 12 agile principles. A key part of agile is iterative development with short sprints. Scrum is discussed as one of the major agile frameworks, outlining its ceremonies like sprint planning, daily standups, and retrospectives. Scrum roles of product owner, scrum master, and self-organizing team are also summarized.
The document introduces agile software development methods. It discusses the goals of being able to speak confidently about agile and provide solutions to problems teams face. The agenda covers introductions to agile principles, roles, planning, reporting, retrospectives, and estimating. Popular agile methods like Scrum and XP are explained. The roles of product managers and product owners are compared.
This document provides an overview of Scrum training. It introduces the trainer, Deniz Gungor, and their background. It then outlines the agenda, which will cover Scrum fundamentals, a Scrum simulation game, and the Scrum framework. Key aspects of Scrum are defined, including self-organizing Scrum teams, iterative delivery, the Product Owner, Scrum Master, Development Team, events like the Daily Scrum and Sprint Review, and artifacts like the Product Backlog and Sprint Backlog. The training will help participants understand and apply the Scrum framework to projects.
This document provides an overview of agile methodology and compares it to traditional waterfall development. It describes that agile focuses on iterative development with working software delivered frequently in short cycles. The key principles of the agile manifesto are also outlined. Specific agile frameworks like Scrum and Kanban are then explained in more detail. Scrum uses sprints, daily stand-ups, and artifacts like backlogs and burn-down charts. Kanban emphasizes visualizing and limiting work in progress to optimize flow. UX design is noted as an area that can benefit from adopting agile principles.
What is Agile Project Management? | Agile Project Management | Invensis Learn...Invensis Learning
This document discusses various topics related to agile project management. It begins with defining agile, project management, and agile project management. It then covers agile values and principles, comparing agile to the waterfall model, and challenges of agile project management. The document also discusses popular agile frameworks like Scrum, Kanban, XP, FDD, and DSDM. It concludes by looking at career paths in agile project management such as certifications in AgilePM and PRINCE2 Agile.
The document provides an overview of Agile development and Scrum methodology. It discusses key Agile concepts like the Agile Manifesto, Scrum roles and artifacts, timeboxing, and metrics like velocity and burndowns. It also addresses adopting Agile, working with requirements and QA, and challenges of offshore development in an Agile model.
Scrum is an agile framework for managing projects that uses short cycles of work called sprints to incrementally deliver working software. There are three main roles in Scrum - the Product Owner prioritizes features in the Product Backlog, the Scrum Master facilitates the process, and the self-organizing Team works to complete the highest priority items each sprint. Key Scrum artifacts include the Product Backlog, Sprint Backlog, and Burn Down Chart. The main Scrum ceremonies are Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective meetings.
There you can find about definition of agile model.Working of agile model.You can also find where to use agile model.Examples of agile model is also given here.
Agile development is both a philosophy and methodology for building products in an iterative and incremental way. It involves short development cycles called sprints where self-organizing cross-functional teams focus on continuously delivering working software. Daily stand-up meetings help ensure transparency and coordination across the team. While agile aims to be flexible and lightweight, some key practices like planning, pair programming, and tracking progress help teams stay aligned and deliver value continuously.
A fair analysis of the Agile Methodology. A quick comparison of Agile and Waterfall to clear up misconceptions about the two. Scalability is a major issue with Agile and is worth considering if you're not a large software company.
Scrum is an agile framework for managing product development that focuses on continuous delivery of working software in short cycles called sprints, typically two weeks or less. Scrum emphasizes self-organizing cross-functional teams and accountability, iterative development and progress transparency through regular inspection of working increments. Key Scrum practices include sprint planning, daily stand-up meetings, sprint reviews, and retrospectives. Scrum can scale to large, complex projects through techniques like Scrum of Scrums.
Agile methodology is a framework for modern software development.
What is the philosophy behind Agile?
How does it differ from traditional project management strategies like waterfall?
What are the stages, meetings, tools, and team roles?
What is Scrum?
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like Product Owner and Scrum Master. Key Scrum events are also outlined such as sprint planning, daily standups, sprint demos and retrospectives. Benefits of Scrum mentioned are rapid development, transparency and embracing change.
The document presents an overview of the Agile Method - Scrum. It discusses the Waterfall life cycle and introduces Agile Method. Key aspects of Scrum covered include sprints, potentially shippable product increments, the product owner, product backlog, scrum master, daily scrum meetings, sprint planning, sprint reviews, and the advantages and disadvantages of the Agile Method compared to traditional management.
This document provides an introduction to Agile Scrum methodology. It defines Agile and Scrum, outlines the history and principles of Scrum, and describes the core components and processes in Scrum including roles, ceremonies, artifacts, and sprints. The document explains that Scrum is an iterative Agile framework used for managing complex projects, with self-organizing cross-functional teams working in short sprints to deliver working software increments based on prioritized backlogs.
This PPT throws light on some of the essential elements of the Agile methodology which has become crucial to ensure quality in this day and age. To know more on agile methodology, Scrum Model, Agile Principles and Scrum Board go through this presentation as well as the ones coming soon.
This document provides an introduction to Scrum, an agile framework for project management. It discusses the principles of agile development and Scrum, including self-organizing cross-functional teams, short sprint cycles, daily stand-ups, product backlogs and user stories, estimation techniques, and retrospectives for continuous improvement. The Scrum framework emphasizes empiricism, adaptation, transparency, inspection, and frequent delivery of working software.
Agile is an iterative approach to software development that builds software incrementally from the start of the project. It breaks projects into small user functionality pieces called user stories that are prioritized and continuously delivered in short two week sprints. Popular agile methodologies include Scrum, Extreme Programming, Crystal, Dynamic System Development Method, Lean, Kanban, and Feature-Driven Development. Scrum uses product owners, cross-functional teams, and sprints to deliver potentially shippable increments. Extreme Programming emphasizes close customer involvement and rapid, frequent delivery of working software.
In this presentation, Roni explains the basics of Kanban and the principles governing the application of Kanban for process improvement. We also look at a comparison between Scrum and Kanban and visit the basic differences between them.
It includes pointers telling what’s wrong with the current system, history of Kanban, introduction to Kanban, benefits of using Kanban, practices used in Kanban, principles of Kanban, how is Scrum different from Kanban. The tutorial begins with details about the current system and what’s wrong with it. It includes pointers like burnout, low throughput, unidentified bottlenecks, too much work which tell what’s wrong with the current system.
Followed by is a section about the history of Kanban which includes points like how the name originated, who discovered it, design, visual signals, based on which system. Resulting in an introduction section which talks about Kanban, what method it uses, scheduling system, what it consists of, amount of work, identification etc. Next comes the benefits section which includes the benefits of using Kanban like helps in visualizing the system, allows to evaluate, identify bottlenecks, establish trust in process etc.
Afterwards there is a section about Kanban practices. It includes practices used in Kanban like visualize, limit WIP in each phase of development, managing flow by keeping it under monitor, make policies explicit, improve collaboratively through the use of scientific models and some terms like lead time, cycle time, throughput etc. Moreover, it also includes the board for easy visualization, story card for keeping track, charts for measurement, control charts to measure average time taken for each task, cumulative flow diagrams showing relative amount of work.
Then comes the principles of Kanban. It includes principles which should be used in Kanban like agree to pursue incremental, evolutionary change, optimize what already exists, respect the current process, roles, responsibilities, leadership at all levels to empower the workforce to bring about change. The last section of this tutorial is Scrum vs Kanban. It explains how scrum is different from Kanban by giving pointers like Scrum prescribes roles, time boxed iterations, backlog items must fit, limit WIP in a different way. It also includes pointers giving reason why it shouldn’t matter because emphasis should be on the goal and not the tool.
Scrum is an agile software development methodology where self-organizing teams work in short development cycles called sprints to build software incrementally. It focuses on collaboration, flexibility, and delivering working software frequently. Key components of Scrum include roles like the product owner and scrum master, a product backlog to track requirements, sprints for incremental development, and daily stand-up meetings. Scrum aims to be flexible and adaptive to changing requirements while maximizing productivity through its empirical process control methods.
The document discusses various software development life cycles (SDLC), including:
- The waterfall model, which progresses through sequential phases from requirements to maintenance. It emphasizes documentation but lacks flexibility.
- Rapid application development (RAD), which uses iterative prototyping to speed development but can compromise quality.
- The spiral model, which is iterative and emphasizes risk analysis, making it suitable for large, complex projects.
The document introduces agile software development methods. It discusses the goals of being able to speak confidently about agile and provide solutions to problems teams face. The agenda covers introductions to agile principles, roles, planning, reporting, retrospectives, and estimating. Popular agile methods like Scrum and XP are explained. The roles of product managers and product owners are compared.
This document provides an overview of Scrum training. It introduces the trainer, Deniz Gungor, and their background. It then outlines the agenda, which will cover Scrum fundamentals, a Scrum simulation game, and the Scrum framework. Key aspects of Scrum are defined, including self-organizing Scrum teams, iterative delivery, the Product Owner, Scrum Master, Development Team, events like the Daily Scrum and Sprint Review, and artifacts like the Product Backlog and Sprint Backlog. The training will help participants understand and apply the Scrum framework to projects.
This document provides an overview of agile methodology and compares it to traditional waterfall development. It describes that agile focuses on iterative development with working software delivered frequently in short cycles. The key principles of the agile manifesto are also outlined. Specific agile frameworks like Scrum and Kanban are then explained in more detail. Scrum uses sprints, daily stand-ups, and artifacts like backlogs and burn-down charts. Kanban emphasizes visualizing and limiting work in progress to optimize flow. UX design is noted as an area that can benefit from adopting agile principles.
What is Agile Project Management? | Agile Project Management | Invensis Learn...Invensis Learning
This document discusses various topics related to agile project management. It begins with defining agile, project management, and agile project management. It then covers agile values and principles, comparing agile to the waterfall model, and challenges of agile project management. The document also discusses popular agile frameworks like Scrum, Kanban, XP, FDD, and DSDM. It concludes by looking at career paths in agile project management such as certifications in AgilePM and PRINCE2 Agile.
The document provides an overview of Agile development and Scrum methodology. It discusses key Agile concepts like the Agile Manifesto, Scrum roles and artifacts, timeboxing, and metrics like velocity and burndowns. It also addresses adopting Agile, working with requirements and QA, and challenges of offshore development in an Agile model.
Scrum is an agile framework for managing projects that uses short cycles of work called sprints to incrementally deliver working software. There are three main roles in Scrum - the Product Owner prioritizes features in the Product Backlog, the Scrum Master facilitates the process, and the self-organizing Team works to complete the highest priority items each sprint. Key Scrum artifacts include the Product Backlog, Sprint Backlog, and Burn Down Chart. The main Scrum ceremonies are Sprint Planning, Daily Scrum, Sprint Review, and Sprint Retrospective meetings.
There you can find about definition of agile model.Working of agile model.You can also find where to use agile model.Examples of agile model is also given here.
Agile development is both a philosophy and methodology for building products in an iterative and incremental way. It involves short development cycles called sprints where self-organizing cross-functional teams focus on continuously delivering working software. Daily stand-up meetings help ensure transparency and coordination across the team. While agile aims to be flexible and lightweight, some key practices like planning, pair programming, and tracking progress help teams stay aligned and deliver value continuously.
A fair analysis of the Agile Methodology. A quick comparison of Agile and Waterfall to clear up misconceptions about the two. Scalability is a major issue with Agile and is worth considering if you're not a large software company.
Scrum is an agile framework for managing product development that focuses on continuous delivery of working software in short cycles called sprints, typically two weeks or less. Scrum emphasizes self-organizing cross-functional teams and accountability, iterative development and progress transparency through regular inspection of working increments. Key Scrum practices include sprint planning, daily stand-up meetings, sprint reviews, and retrospectives. Scrum can scale to large, complex projects through techniques like Scrum of Scrums.
Agile methodology is a framework for modern software development.
What is the philosophy behind Agile?
How does it differ from traditional project management strategies like waterfall?
What are the stages, meetings, tools, and team roles?
What is Scrum?
The document discusses Scrum, an agile framework for managing product development. It describes Scrum roles like Product Owner and Scrum Master. Key Scrum events are also outlined such as sprint planning, daily standups, sprint demos and retrospectives. Benefits of Scrum mentioned are rapid development, transparency and embracing change.
The document presents an overview of the Agile Method - Scrum. It discusses the Waterfall life cycle and introduces Agile Method. Key aspects of Scrum covered include sprints, potentially shippable product increments, the product owner, product backlog, scrum master, daily scrum meetings, sprint planning, sprint reviews, and the advantages and disadvantages of the Agile Method compared to traditional management.
This document provides an introduction to Agile Scrum methodology. It defines Agile and Scrum, outlines the history and principles of Scrum, and describes the core components and processes in Scrum including roles, ceremonies, artifacts, and sprints. The document explains that Scrum is an iterative Agile framework used for managing complex projects, with self-organizing cross-functional teams working in short sprints to deliver working software increments based on prioritized backlogs.
This PPT throws light on some of the essential elements of the Agile methodology which has become crucial to ensure quality in this day and age. To know more on agile methodology, Scrum Model, Agile Principles and Scrum Board go through this presentation as well as the ones coming soon.
This document provides an introduction to Scrum, an agile framework for project management. It discusses the principles of agile development and Scrum, including self-organizing cross-functional teams, short sprint cycles, daily stand-ups, product backlogs and user stories, estimation techniques, and retrospectives for continuous improvement. The Scrum framework emphasizes empiricism, adaptation, transparency, inspection, and frequent delivery of working software.
Agile is an iterative approach to software development that builds software incrementally from the start of the project. It breaks projects into small user functionality pieces called user stories that are prioritized and continuously delivered in short two week sprints. Popular agile methodologies include Scrum, Extreme Programming, Crystal, Dynamic System Development Method, Lean, Kanban, and Feature-Driven Development. Scrum uses product owners, cross-functional teams, and sprints to deliver potentially shippable increments. Extreme Programming emphasizes close customer involvement and rapid, frequent delivery of working software.
In this presentation, Roni explains the basics of Kanban and the principles governing the application of Kanban for process improvement. We also look at a comparison between Scrum and Kanban and visit the basic differences between them.
It includes pointers telling what’s wrong with the current system, history of Kanban, introduction to Kanban, benefits of using Kanban, practices used in Kanban, principles of Kanban, how is Scrum different from Kanban. The tutorial begins with details about the current system and what’s wrong with it. It includes pointers like burnout, low throughput, unidentified bottlenecks, too much work which tell what’s wrong with the current system.
Followed by is a section about the history of Kanban which includes points like how the name originated, who discovered it, design, visual signals, based on which system. Resulting in an introduction section which talks about Kanban, what method it uses, scheduling system, what it consists of, amount of work, identification etc. Next comes the benefits section which includes the benefits of using Kanban like helps in visualizing the system, allows to evaluate, identify bottlenecks, establish trust in process etc.
Afterwards there is a section about Kanban practices. It includes practices used in Kanban like visualize, limit WIP in each phase of development, managing flow by keeping it under monitor, make policies explicit, improve collaboratively through the use of scientific models and some terms like lead time, cycle time, throughput etc. Moreover, it also includes the board for easy visualization, story card for keeping track, charts for measurement, control charts to measure average time taken for each task, cumulative flow diagrams showing relative amount of work.
Then comes the principles of Kanban. It includes principles which should be used in Kanban like agree to pursue incremental, evolutionary change, optimize what already exists, respect the current process, roles, responsibilities, leadership at all levels to empower the workforce to bring about change. The last section of this tutorial is Scrum vs Kanban. It explains how scrum is different from Kanban by giving pointers like Scrum prescribes roles, time boxed iterations, backlog items must fit, limit WIP in a different way. It also includes pointers giving reason why it shouldn’t matter because emphasis should be on the goal and not the tool.
Scrum is an agile software development methodology where self-organizing teams work in short development cycles called sprints to build software incrementally. It focuses on collaboration, flexibility, and delivering working software frequently. Key components of Scrum include roles like the product owner and scrum master, a product backlog to track requirements, sprints for incremental development, and daily stand-up meetings. Scrum aims to be flexible and adaptive to changing requirements while maximizing productivity through its empirical process control methods.
The document discusses various software development life cycles (SDLC), including:
- The waterfall model, which progresses through sequential phases from requirements to maintenance. It emphasizes documentation but lacks flexibility.
- Rapid application development (RAD), which uses iterative prototyping to speed development but can compromise quality.
- The spiral model, which is iterative and emphasizes risk analysis, making it suitable for large, complex projects.
This presentation has been compiled using material available in public domain. Copyrights of the owners and sources of the material used has been duly acknowledged.
Learn about Agile Methodology of Software Engineering and study concepts like What is Agile, Why Agile is there, Agile Principles, Agile Manifesto with Pros & Cons of it.
Presentation also include Agile Testing Methodology like Scrum, Crystal Methodologies, DSDM, Feature Driven Development, Lean Software Development & Extreme Programming.
If you watch this one please rate it and do share this presentation to others so then can easily learn more about the Agile Methodology.
Lean-Agile Development with SharePoint - Bill AyersSPC Adriatics
SharePoint gives us a great platform for developing sophisticated intranet portals and collaboration sites and many other workloads. But it can also be a challenge to use modern software development frameworks like Scrum and XP. Wouldn’t it be great if we could get all the benefits of Agile practices – faster development, predictable deliveries, better quality, less stress and happy stakeholders? In this session we will cover the definitions of Lean, Agile, Scrum, Kanban, XP, and TDD. Then we will look at the specific challenges around Agile SharePoint development and some development techniques to overcome these obstacles. This talk covers both project delivery and engineering. We’ll look at unit tests, integration tests, UI tests, continuous integration and, of course, test-driven development (TDD) with practical experiences from real-life Agile SharePoint projects.
The document provides an overview of the Agile Scrum process. It describes traditional waterfall methodologies and how Agile and Scrum differ by being more iterative, collaborative with stakeholders, and able to adapt to changes. The Scrum framework involves three main roles - Product Owner, Scrum Master, and Team. It also describes the four main Scrum ceremonies - Sprint Planning Meeting, Daily Standup, Sprint Review, and Sprint Retrospective - as well as the typical artifacts like Product Backlog and Sprint Backlog.
The document discusses Agile software development methodology. It describes Agile as an iterative approach that builds software incrementally from the start instead of delivering it all at once near the end. The key difference between Agile and Waterfall is that Agile uses empirical process control and allows for scope and priority to be reset every 2-4 weeks to ensure alignment with evolving business needs. It also outlines various Agile concepts like product backlog, sprint planning, daily stand-ups and retrospectives.
This document provides an agenda for a training on Agile methodology. It begins with defining Agile and discussing the Agile Manifesto and principles. It then covers various Agile frameworks like Scrum and Extreme Programming (XP). It discusses Agile practices used across different industries like Lean, Kaizen, and Kanban. Finally, it discusses Agile groups, quality standards, strategy approaches, and standardization as they relate to Agile. The document provides a comprehensive overview of Agile concepts, frameworks, and industry applications.
This presentation was given for my invited keynote talk entitled "Low Ceremony Processes for Short Lifecycle Projects" in the 2013 International Conference on Software and System Processes in San Francisco. If you reuse any of the material in this presentation, please give an appropriate acknowledgment.
This document provides an introduction to Agile and Scrum methodologies. It begins with an overview of the presenter and their experience. It then contrasts the traditional waterfall approach with Agile, noting that Agile values individuals, collaboration, working software and responding to change. The Agile manifesto principles are outlined. Scrum is introduced as an Agile framework, describing its roles, ceremonies and artifacts like sprints and product backlogs. Key Scrum concepts like user stories, estimation, and definitions of done are defined. The document concludes by noting that simply doing Agile iterations is not enough and that teams must embrace Agile values like collaboration and continual improvement.
The document discusses agile methodology for cloud computing. It first covers software engineering challenges in cloud environments like requirements gathering, architecture, testing, quality assurance and development methods. It then introduces agile methodology and popular agile methods like Scrum and Extreme Programming. The document proposes a requirements engineering methodology for agile cloud development consisting of 8 phases: inception, feature identification, grouping, prioritization, identifying non-functional requirements, architecture envisioning, task identification and development. It aims to bring more structure to agile requirements process while maintaining agility.
1. The document discusses various software engineering process models including waterfall, prototyping, RAD, incremental, and spiral models. It describes the key phases and advantages/disadvantages of each.
2. It also covers system engineering and how software engineering occurs as part of developing larger systems. Business process engineering and product engineering are introduced for developing information systems and products respectively.
3. Key aspects of developing computer-based systems are outlined including the elements of software, hardware, people, databases, documentation and procedures.
This is a presentation made to Surge Accelerator in Houston in March 2013. This serves as a Guide to Early Stage Technology Companies, building enterprise class software.
This covers the typical lifecycle of a software start-up, fundamentals of Agile software development, and some do's and don't for how to build successful software companies.
USG Summit - September 2014 - Web Management using DrupalEric Sembrat
The document discusses building web management structures using an open-source content management system (CMS) like Drupal. It describes creating internal tools for knowledge management, project management, and digital asset management to address issues with vendors and provide functionality. The tools were developed quickly in Drupal using contributed plugins and an iterative process. The tools can now be downloaded and used by other institutions running Drupal.
This document discusses various iterative software development models, including the spiral model, win-win spiral model, and cleanroom methodology. The spiral model is risk-driven and involves iterating through phases of planning, risk assessment, engineering, and evaluation. The win-win spiral model seeks to reconcile stakeholder objectives through negotiation. Cleanroom methodology emphasizes technical reviews, incremental development, and testing to reduce defects. Alternative models like hacking are also discussed for low-risk or disposable projects. Overall, the iterative models attempt to address limitations of the traditional waterfall model by incorporating feedback loops, prototyping, and incremental delivery.
Orangescrum Enterprise edition is widely popular as it offers end to end project management capabilities across industries. Its plugins can be seamlessly installed and offer you perpetual license for unlimited users.
This document provides an introduction to the Scrum methodology for software development. It discusses the software crisis in the 1960s that led to the need for more formal development methodologies. Scrum is defined as an agile framework that uses short iterations called sprints, a product backlog of features, and core roles of a product owner, development team, and scrum master. The document outlines Scrum's empirical process of transparency, inspection, and adaptation and how it aims to deliver high quality working software through frequent inspection and adaptation.
This document provides an overview of agile principles and methodologies. It defines agile as an iterative approach to incremental software development. The key aspects covered include:
- The Agile Manifesto which established 12 principles including customer satisfaction, welcoming changing requirements, frequent delivery, and business/development collaboration.
- Scrum, the most commonly used agile framework, which uses short sprints, daily stand-ups, sprint planning and retrospectives.
- Lean principles like continuous improvement, empowered teams, and visual controls.
- Scaling agile using frameworks like SAFe which coordinate multiple teams through program increment planning and scrums of scrums.
- Hybrid models that blend agile with other
Beyond the Scrum Team: Delivering "Done" at ScaleTasktop
In this webinar Dave West, CEO and Product Owner of Scrum.org, and Betty Zakheim, VP of Industry Strategy at Tasktop talk about the success of Scrum in the enterprise and techniques that organizations can employ when they have a large IT shop.
Join us for this discussion of the successes and challenges of Scrum at scale, including:
* Scrum.org's Nexus
* how software development teams can deliver "Done" at scale
* how these techniques fit into the broader software delivery lifecycle
For numerous large enterprises, the alignment of hardware and software processes is critical to managing an Agile environment. Agile Hardware implementations can be put in place by using the same framework as our typical Agile Software Development transformations. Start off with assessing the organization’s current state, then move to planning and preparing by and putting together a transition backlog, start execution with training and coaching, spread the cultural shift with change management and maintain and scale the transformation.
RPWORLD offers custom injection molding service to help customers develop products ramping up from prototypeing to end-use production. We can deliver your on-demand parts in as fast as 7 days.
World trade center in kerala proposal- AR. DEEKSHITH MAROLI 724519251008 REPORTdeekshithmaroli666
World trade center live proposal in kerala.
Future of our nation is looking towards kerala..?
Yes, because the biggest sludge less port is going to open in kerala soon and also about the hidden massing growth of tourism, it , business sector
Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey ...SirmaDuztepeliler
"Rethinking Kållered │ From Big Box to a Reuse Hub: A Transformation Journey Toward Sustainability"
The booklet of my master’s thesis at the Department of Architecture and Civil Engineering at Chalmers University of Technology. (Gothenburg, Sweden)
This thesis explores the transformation of the vacated (2023) IKEA store in Kållered, Sweden, into a "Reuse Hub" addressing various user types. The project aims to create a model for circular and sustainable economic practices that promote resource efficiency, waste reduction, and a shift in societal overconsumption patterns.
Reuse, though crucial in the circular economy, is one of the least studied areas. Most materials with reuse potential, especially in the construction sector, are recycled (downcycled), causing a greater loss of resources and energy. My project addresses barriers to reuse, such as difficult access to materials, storage, and logistics issues.
Aims:
• Enhancing Access to Reclaimed Materials: Creating a hub for reclaimed construction materials for both institutional and individual needs.
• Promoting Circular Economy: Showcasing the potential and variety of reusable materials and how they can drive a circular economy.
• Fostering Community Engagement: Developing spaces for social interaction around reuse-focused stores and workshops.
• Raising Awareness: Transforming a former consumerist symbol into a center for circular practices.
Highlights:
• The project emphasizes cross-sector collaboration with producers and wholesalers to repurpose surplus materials before they enter the recycling phase.
• This project can serve as a prototype for reusing many idle commercial buildings in different scales and sizes.
• The findings indicate that transforming large vacant properties can support sustainable practices and present an economically attractive business model with high social returns at the same time.
• It highlights the potential of how sustainable practices in the construction sector can drive societal change.
My Fashion PPT is my presentation on fashion and TrendssMedhaRana1
This Presentation is in one way a guide to master the classic trends and become a timeless beauty. This will help the beginners who are out with the motto to excel and become a Pro Fashionista, this Presentation will provide them with easy but really useful ten ways to master the art of styles. Hope This Helps.
2. Copyright
This material is primarily for the use of Orange and
Bronze Software Labs, Inc.
No part of this material may be reproduced or
transmitted in any form or by any means, electronic or
mechanical, including photocopying, recording, or by any
information storage and retrieval system, without
permission in writing from the publisher.
www.orangeandbronze.com
3. Overview
• What is the Agile Methodology?
→ History
→ Principles
→ Characteristics
• Agile Method: SCRUM
• Agile Method: XP
www.orangeandbronze.com
4. History
• Evolved in the mid 90s as part of a reaction against
“heavyweight ” methods
→ e.g. heavily regulated, regimented, micro-managed use
of the Waterfall Method
• Sought to move away from the Waterfall Method
which was seen as bureaucratic, slow, demeaning, and
inconsistent with the ways that developers perform
effective work
• Initially called lightweight methods
www.orangeandbronze.com
5. History
• Earlier Methods
→ Scrum (1986)
→ Crystal Clear and Other Crystal Methodologies
→ Extreme Programming (XP) (1996)
→ Adaptive Software Development (ASD)
→ Feature Driven Development
→ Dynamic Systems Development Method (DSDM) (1995)
→ Agile Modeling
→ Lean Software Development
→ Agile Unified Process (AUP)
www.orangeandbronze.com
6. The Agile Manifesto
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
www.orangeandbronze.com
7. Agile Principles (The Agile Manifesto)
• Customer satisfaction by rapid, continuous delivery of
useful software
• Working software is delivered frequently (weeks rather
than months)
• Working software is the principal measure of progress
• Close, daily cooperation between business people and
developers
• Face-to-face conversation is the best form of
communication
www.orangeandbronze.com
8. Agile Principles (The Agile Manifesto)
• Projects are built around motivated individuals, who
should be trusted to get the job done
• Continuous attention to technical excellence and good
design
• Simplicity
• Self-organizing teams
• Regular adaptation to changing circumstances
www.orangeandbronze.com
9. Agile Characteristics
• More adaptive than predictive
• Focuses on the near future rather than the distant
future
• Focuses on adapting quickly to changing realities rather
than planning for the entire length of the development
process
• Has a lot in common with Rapid Application
Development
www.orangeandbronze.com
10. Agile Characteristics
• Time periods are strict time boxes and are measured in
weeks rather than months
• Highly collaborative work
• Emphasizes real time communication
• Emphasis on building releasable software in short time
periods
• Customer is on site and part of the development team
www.orangeandbronze.com
12. Agile Characteristics
• Inception Phase
→ Smallest phase in the project
→ Ideally short
→ Goals:
• Establish a justification or business case for the project
• Establish the project scope and boundary conditions
• Outline the Use Cases and key requirements that will
drive design tradeoffs
• Outline one or more architectures
• Identify risks
www.orangeandbronze.com
13. Agile Characteristics
• Inception Phase
→ Goals:
• Prepare a preliminary project schedule and cost estimate
• Establish a baseline by which to compare actual and
planned expenditures
→ Deliverables:
• Objectives and Scope of the Project
• High Level Use Cases
• Candidate Architectures
• Project Schedule and Cost Estimates
www.orangeandbronze.com
14. Agile Characteristics
• Elaboration Phase
→ Project starts to take shape
→ Healthy majority of the system requirements is
captured
→ Analysis of the problem domain
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15. Agile Characteristics
• Elaboration Phase
→ Primary Goals:
• Address known risk factors
• Establish and validate system architecture
• Delve deeper into the requirements previously gathered
www.orangeandbronze.com
16. Agile Characteristics
• Elaboration Phase
→ Deliverables:
• Detailed Use Cases
• Conceptual Diagrams
– Ex. Process Flow Diagrams, Activity Diagrams, etc.
• Package Diagrams
– Architectural Diagrams
• Stable System Architecture
• Plan for Construction Phase
– Including cost and schedule estimates
www.orangeandbronze.com
17. Agile Characteristics
• Construction Phase
→ Largest phase
→ Where the bulk of the coding takes place
→ Use cases are translated to demonstrable prototypes
→ System is built under the foundation laid in Elaboration
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18. Agile Characteristics
• Construction Phase
→ Main Focus: Development of components and features
• Implemented in a series of short, timeboxed iterations
• Each iteration yields an executable release of software
→ Deliverables:
• First external release of the software
• Succeeding releases of the software as per iteration
www.orangeandbronze.com
19. Agile Characteristics
• Transition Phase
→ Product moves from development team to end users
→ Feedback received may lead to further refinements
→ Refinements may be incorporated in several iterations
www.orangeandbronze.com
20. Agile Characteristics
• Transition Phase
→ Activities:
• System conversion
• Training of end users and maintenance team
• Validation of system against end user expectation via
beta testing
• Quality level validation
→ Deliverables:
• Final release of the system
www.orangeandbronze.com
21. Agile Characteristics
• Principles on Code Production
→ Keep it simple
→ Have one shared metaphor
→ Regularly restructure the system ( Refactoring)
→ Continuously integrate and test
→ Follow coding standards
www.orangeandbronze.com
22. Agile Characteristics
• Agile Best Practices
→ Daily kickoff and review of goals
→ Short release cycles
→ Responsive development
→ Generalism
• Use of generic skill sets that are common across the
team, instead of reliance on specific skill sets that are
scarce
www.orangeandbronze.com
23. Agile Characteristics
• Advantages
→ Customer decides scope, priority, and dates from a
business perspective, while technical people estimate
and track progress
→ Incremental development
→ Emphasis on responsibility for quality
www.orangeandbronze.com
24. Agile Characteristics
• Advantages
→ Emphasis on keeping it simple, regular refactoring, and
continuous integration and testing
→ Lightweight, efficient, low-risk, flexible, scientific, and
fun way of developing software
www.orangeandbronze.com
25. Agile Characteristics
• Criticism / Disadvantages
→ Puts strong dependence on trust
→ Code-centered rather than design-centered
→ Lack of orderly design process and structured reviews
may lead to extensive and time consuming tests
www.orangeandbronze.com
26. Agile Characteristics
• Criticism / Disadvantages
→ Lack of structure and necessary documentation
→ Only works with senior-level developers
→ Reliance on verbal communication
→ Requires too much cultural change to adopt
www.orangeandbronze.com
27. Suitability with Types of Projects
• AGILE Homeground
→ Low criticality
→ Senior developers
→ Requirements change frequently
→ Culture that thrives on “chaos” or changing realities
www.orangeandbronze.com
28. Suitability with Types of Projects
• PLAN-DRIVEN Homeground
→ High criticality
→ Junior developers
→ Requirements don't change too often
→ Large number of developers
→ Culture that demands order
www.orangeandbronze.com
29. Agile Methods
• Scrum
• Extreme Programming (XP)
• Agile Modeling
• Agile Unified Process (AUP)
• Agile Data Method
• Test Driven Development (TDD)
• Feature Driven Development (FDD)
• Behavior Driven Development (BDD)
• Essential Unified Process (EssUP)
www.orangeandbronze.com
30. SCRUM
• Originally a rugby term which is short for “scrummage”
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31. SCRUM
• Characteristics
→ An iterative incremental process commonly used with
the Agile Methodology
→ Can be used:
• For managing software development projects
• As a program management approach (Scrum of Scrums)
→ Works hand in hand with the PSA Time and Material
Model
www.orangeandbronze.com
32. SCRUM
• Characteristics
→ A process skeleton that includes a set of practices and
predefined roles
→ Employs “Sprints” - a time period, usually 15 – 30 days,
in which development occurs on a set backlog items
that the team has committed to
www.orangeandbronze.com
33. SCRUM Roles
• Pig Roles – The ones committed to the project and the
Scrum process (Scrum Team)
• Chicken Roles – The ones not part of the actual Scrum
process but are only involved
www.orangeandbronze.com
34. Pig Roles
• Product Owner
→ The voice of the customer
→ Responsible for maintaining the Product
Backlog
• Scrum Master (or Facilitator)
→ Responsible for the Scrum process
→ Ensures that Scrum is used correctly and its
benefits are maximized
www.orangeandbronze.com
35. Pig Roles
• Team
→ A cross-functional group of people
→ Responsible for managing itself to develop
the product
www.orangeandbronze.com
36. Chicken Roles
• Users
→ Who the software is built for
• Stakeholders
→ People who have interest in the project
→ People within or outside an organization
that may influence the project's objectives
and outcomes
• Managers
→ The people who will set up the environment
for development
www.orangeandbronze.com
37. SCRUM Documents
• Product Backlog
→ The WHAT that will be built
→ High level document for the entire project
→ Prioritized list of high level requirements
→ Contains broad descriptions of all required features,
wish list items, etc.
→ Contains rough estimates
www.orangeandbronze.com
39. SCRUM Documents
• Sprint Backlog
→ Tells HOW requirements are to be implemented in the
upcoming Sprint
→ Greatly detailed document enumerating tasks to be
completed during the Sprint
→ Broken down list of tasks, with each task being no more
than 16 hours
→ Tasks are never assigned, but signed-up for by team
members
www.orangeandbronze.com
42. SCRUM Documents
• Burn Down Chart
→ Publicly displayed chart
→ Shows the amount of remaining tasks for the current
Sprint
→ Updated daily
→ Gives a simple view of the daily progress of the team
during a Sprint
www.orangeandbronze.com
44. SCRUM General Practices
• Customers are part of the development team
• Frequent intermediate deliveries with working
functionality
• Frequent risk and mitigation plans
• Transparency in planning and module development
www.orangeandbronze.com
45. SCRUM General Practices
• Frequent stakeholder meetings to monitor progress
• No one is penalized for recognizing or describing any
unforeseen problems
• Workplaces and working hours must be energized
www.orangeandbronze.com
47. Extreme Programming (XP)
“Extreme Programming is a discipline of software
development based on values of simplicity,
communication, feedback, and courage. It works by
bringing the whole team together in the presence of
simple practices, with enough feedback to enable the
team to see where they are and to tune the practices to
their unique situation.”
– Ron Jeffries (2001)
www.orangeandbronze.com
48. Extreme Programming (XP)
• Founded by Ron Jeffries, Kent Beck & Ward Cunningham
• A deliberate and disciplined approach to software
development
• Stresses customer satisfaction
→ It is designed to deliver the software needed by the
customer and when it is needed
www.orangeandbronze.com
49. Extreme Programming (XP)
• Empowers developers to confidently respond to
changing customer requirements, even late in the life
cycle
• Emphasizes teamwork
→ Managers, customers and developers are all part of a
team dedicated to delivering quality software
• Involves changing the way we program, putting greater
emphasis on producing simple, high quality code
www.orangeandbronze.com
50. Extreme Programming (XP)
Ron Jeffries
Ron Jeffries Kent Beck
Kent Beck Ward Cunningham
Ward Cunningham
www.orangeandbronze.com
51. XP Values
• Communication
→ Accomplished through documentation
→ Goal is to give developers a shared view of the system
which matches the views held by the users
• Simplicity
→ Start with the simplest solution, extras can be added
later
→ Focus on today, not tomorrow
→ Simple design with simple code can be easily
understood
www.orangeandbronze.com
52. XP Values
• Feedback
→ From the system through unit tests
→ From the customer through functional / acceptance
tests
→ From the team through changes in the requirements
• Courage
→ Enables developers to feel comfortable in refactoring
their own code
→ Knowing when to throw obsolete code away
→ Persistence
www.orangeandbronze.com
53. XP Values
• Respect
→ Respect for each
member's work
→ Nobody on the team
should feel
unappreciated or
ignored
www.orangeandbronze.com
55. Capturing Requirements: User Stories
• Each story is a short description of the behavior of the
system, from the viewpoint of the user
• The system is specified entirely through stories
www.orangeandbronze.com
57. Iterative Development
• What is an iteration?
→ A complete development cycle
• Planning, Designing, Implementation, Testing
→ Customer selects features to implement at the start of
the iteration
→ By the end of an iteration, the system should have
acquired additional business behavior that implements
business value to the customer
www.orangeandbronze.com
58. Velocity
• The number of IPDs (Ideal Programming Days)
completed per iteration
• Used to determine the amount the work that can be
accomplished by the team or an individual in an
iteration
• The pace of the team or individual
www.orangeandbronze.com
59. Software Release Cycle
• Software is built incrementally by iteration
• Each iteration lasts from 1 – 3 weeks
• Customer defines the release
→ Customer decides what to release at the end of one or
more iterations
www.orangeandbronze.com
60. Customer Defines Release
• In each release cycle, the customer controls the scope:
→ What to do, what to defer
→ Provide the best possible release by due date
• Towards or at the end of each iteration, the customer
decides whether enough functionality has been added
to warrant a release
www.orangeandbronze.com
61. Common Problem: Too Much to Do
• Not Enough Time
→ No solution: Can't create time
• Too Much to Do
→ Have solutions:
• Prioritize and defer some things
• Reduce the size of the things you need to do
• Ask someone else to do things
www.orangeandbronze.com
62. Planning the Budget
• The Items: Stories
• The Cost: Estimates
• The Budget: Team Velocity
• The Constraints: Business and technology constraints
discovered
www.orangeandbronze.com
63. Planning the Release
• Customer: Write enough stories to define a successful
product or system
• Development Team: Estimate effort of implementing
each story
• Customer: Prioritize stories based on business value
and difficulty
• Development Team: Divide stories into iterations based
on team velocity (in previous iterations)
www.orangeandbronze.com
67. XP Core Practices
• Fine Scale Feedback
→ Pair Programming
→ Planning Game
→ Test Driven Development
→ Whole Team
• Continuous Process
→ Continuous Integration
→ Small Releases
→ Refactoring or Design Improvement
www.orangeandbronze.com
68. XP Core Practices
• Shared Understanding
→ Coding Standards
→ Collective Code Ownership
→ Simple Design
→ System Metaphor
• Programmer Welfare
→ Sustainable Pace
www.orangeandbronze.com
69. XP Core Practices
• Fine Scale Feedback
→ Pair Programming
• Ensures all production code is reviewed by at least one
programmer
• Results in better design, better testing, and better code
• A good way to pass knowledge
www.orangeandbronze.com
70. XP Core Practices
• Fine Scale Feedback
→ Planning Game
• Addresses two key questions:
– What should/will be accomplished by the due date?
– What to do next?
• Emphasis on steering the project
• Release Planning
– Desired features are determined and estimates are done
• Iteration Planning
– Features are broken down into tasks
– Costs are estimated in a finer level of detail
www.orangeandbronze.com
71. XP Core Practices
• Fine Scale Feedback
→ Test Driven Development
• Aims to improve the system; always notching forward,
never backsliding
• It's not enough to write tests, you have to run them
• 100% or bust
• Provides immediate feedback
www.orangeandbronze.com
72. XP Core Practices
• Fine Scale Feedback
→ Whole Team
• Everyone on an XP team contributes in any way they can
• The best teams have no specialists, only general
contributors with special skill (Jeffries, 2001)
www.orangeandbronze.com
73. XP Core Practices
• Continuous Process
→ Continuous Integration
• It is encouraged to integrate multiple times a day
• Infrequent integration usually leads to “integration hell”
www.orangeandbronze.com
74. XP Core Practices
• Continuous Process
→ Small Releases
• The team releases running, tested software, delivering
business value chosen by the customer, every iteration
(Jeffries, 2001)
• Ultimate goal is to have software that is visible, which is
given to the customer at the end of each iteration
www.orangeandbronze.com
75. XP Core Practices
• Continuous Process
→ Refactoring or Design Improvement
• Focuses on:
– Removal of duplicate / obsolete code
– Increasing cohesion
– Decreasing coupling
“High cohesion and low coupling are recognized as
hallmarks of well-designed code for at least thirty years.”
-- Ron Jeffries
www.orangeandbronze.com
76. XP Core Practices
• Share Understanding
→ Coding Standards
• All the code looks as if it were written by a single – very
competent – individual (Jeffries, 2001)
• All the code looks familiar to the developers
www.orangeandbronze.com
77. XP Core Practices
• Share Understanding
→ Collective Code Ownership
• Code gets the benefit of many people's attention,
increasing code quality and reducing defects (Jeffries,
2001)
www.orangeandbronze.com
78. XP Core Practices
• Shared Understanding
→ Simple Design
• Start simple, maintain through programmer testing and
design improvement / refactoring
→ System Metaphor
• A simple evocative description of how the program
works (Jeffries, 2001)
• Provides a common vision for the team
• A way to get everyone on the same page
www.orangeandbronze.com
79. XP Core Practices
• Example of a Metaphor:
“ This program works like a
hive of bees, going out for
pollen and bringing it back
to the hive.”
→ Description for an agent-
(Roberts, 2006) based information retrieval
(Roberts, 2006)
system
(Jeffries, 2001)
www.orangeandbronze.com
80. XP Core Practices
• Programmer Welfare
→ Sustainable Pace
• XP teams work at a pace that can be sustained
indefinitely
• Maximize productivity week in and week out
• XP teams are “in it to win it, not to die” (Jeffries, 2001)
www.orangeandbronze.com
81. Strong Opinions Against XP
• Unstable Requirements
→ Informal change requests may lead to costly rework and
scope creep
• User Conflicts
→ Dependence on programmers being able to assume a
unified client viewpoint
www.orangeandbronze.com
82. Strong Opinions Against XP
• Requirements are expressed as automated acceptance
tests rather than specification documents
• Requirements are defined incrementally, rather than
trying to get them all in advance
• Developers are required to work in pairs
www.orangeandbronze.com
83. Strong Opinions Against XP
• No “Big Design Up Front ”
→ Most design activities take place on the fly
• A customer representative is attached to the project
• Scalability
→ Historically, XP only works in teams of twelve or fewer
people
www.orangeandbronze.com
84. Benefits of XP
• Allows one to be more Agile
• Focus on programming
• Enables quicker delivery of quality software than
traditional methods
• Enables more flexibility than traditional methods
www.orangeandbronze.com
85. References
• Beck, K., Beedle, M., Bennekum, A., Cockburn, A.,
Cunningham, W., Fowler, M., et al. (2001) Manifesto for
Agile Software Development. Retrieved from
http://agilemanifesto.org
• Clark, T., Vizdos, M. (2006) The Classic Story of the Pig
and Chicken. Retrieved from
http://implementingscrum.com
• Jeffries, R. (2001) What is Extreme Programming?
Retrieved from
http://www.xprogramming.com/xpmag/whatisxp.htm
www.orangeandbronze.com
86. References
• Landingin, R. (2008) Agile Methodology Workshop
[Powerpoint Slides].
• Patel, N. (2006) Agile Methods [Powerpoint Slides].
Retrieved from
http://greenbay.usc.edu/csci577/spring2006/site/presentat
• Roberts, H. (Artist). (2006) Bees swarming around a
beehive [Digital Image]. Retrieved July 31, 2008 from
http://bluebison.net/sketchbook/2006/0906/bees.png
•
www.orangeandbronze.com