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Quality Assurance in Agile +
Jenga Testing Game
Startit, 7. mart 2019.
#5 Meetup
Agilne vrednosti i načela
Osiguranje kvaliteta u agilnom razvoju je vrlo važan element uspeha.
Proizilazi iz vrednosti i načela:
● (Valuable) Working software is the primary measure of progress.
● Early and continuous delivery, frequent intervals of delivering high business
value.
● Sustainable development, constant pace.
● Continuous attention to technical excellence.
● Inspection and adaptation
● Cross-functional teams (testers and QAs are part of a team)
Scrum Framework
Definition of Done
U razvoju softvera:
“Done means coded to standards, reviewed, implemented with unit Test-Driven
Development (TDD), tested with 100 percent test automation, integrated and
documented.” Jeff Sutherland
Inače:
● Kako ću tačno znati da je gotovo?
● Kako ću tačno znati da je dobro?
● Kako ću to testirati?
○ standardi
○ vrednosti
Test Driven Development as a Concept
Test-driven development (TDD) is an advanced unit test practice in which test is
written before the code. This makes TDD more of a designing practice than a
testing one. It is applicable for both unit test and integration test.
Definition of almost Done
Definition of Ready
Product Backlog and User Stories
Šta je User Story? INVEST
● Independent
● Negotiable
● Valuable
● Estimable
● Small
● Testable
Test?
User Story Template
As a (who?) USER TYPE, ROLE As a shopper,
I would like to (what?) FUNCTIONALITY
GOAL
DESIRE
I can review the items
in my shopping cart
before checking out
so that (why?) BENEFIT so that I can see what
I've already selected.
Acceptance
Criteria
Capturing expected behaviour
(intended or not)
Given that…
When I… (input)
(Procosess)
Then… (outcome)
Tell a story
Acceptance Tests & Definition of Ready and Done
An Acceptance Test checks an expected
behaviour of a software product expressed in
the Acceptance Criteria part of a User Story.
They are meant to satisfy a contractual
obligation between Business and I.T. and are
generally written by the Tester using a specific
suite.
“Istovremenost” rada
Types of Tests
● Manual
● Automated
○ Functional and Acceptance Tests
○ Unit Tests
○ Integration Tests
○ Regression tests
Integration Tests generally use similar environment to production and, as a result
of that, complexity gets exponentially higher.
Automation
Testing w/ Automation = One of the most effective feedback mechanisms that
Agile Teams have for guaranteeing stable and high quality products.
Engineering Practices, XP
● Pair Programming
● Coding Standards
● Collective Ownership
● Continuous Delivery and Integration
● Refectoring
Continuous Integration
Continuous Integration (CI) is a practise coming from Extreme Programming (XP)
that uses a tool which helps developers integrate code and Unit Tests into a
shared repository several times a day. Each time a developer checks-in their
modifications/additions, the product is compiled, verified and tested by an
automated build, allowing teams to detect problems early. By integrating regularly,
people can detect errors quickly, and locate them more easily. Unit Tests are also
run 100% before and after integration.
2 Unit Test vs. 0 Integration Tests
Spotify Org Culture and Testing
Benefiti?
Jenga Testing Game
CILJ
CILJ igre je bolje sagledavanje značaja veoma važanog segmenta agilnog
razvoja, a to je TESTIRANJE I OSIGURANJE KVALITETA. Igrajući se ovim
gredicama, možete odmah da uvidite uticaj blagovremenog testiranja na
povećanje efikasnosti i razliku između retkog, čestog i kontinuiranog testiranja.
NAPRAVITI TROSPRATNICU
Zadatak je u svakoj iteraciji isti: sagraditi trospratnu strukturu uz pomoć 36
gredica. Cilj je sagraditi je za najkraće moguće vreme tako da nakon “testiranja”
kula ne padne. :)
MATERIJAL
● 36 Jenga gredica. Obeležite ih brojevima od 1 do 36 sa svake strane, tako da
broj bude vidljiv odakle god da gledate (kao na slici)
● Stikeri (samolepljivi papirići) za prijavljivanje bagova i opciono,
● Papir za praćenje rezultata.
ULOGE
● Fasilitator
● Kros-funkcionalni, samo-organizovani tim (5-9, uključujući fasilitatora)
● Opciono, posmatrači
PRAVILA
1) Fasilitator vodi igru i objašnjava zadatak. To može biti i Scrum Master.
2) Igra se igra u iteracijama, ukupno ih je 3.
3) Svaki krug traje 15 minuta.
4) U svakom krugu se meri vreme za koliko je zadatak urađen. Igra obično traje
oko 50 minuta.
PRVI KRUG
Kros-funkcionalni tim ima zadatak da napravi trospratnu kulu koristeći svih 36
gredica. Nakon što je napravi, fasilitator daje testeru na samolepljivom papiriću
papiriću 4 broja “problematičnih gredica” koje treba ukloniti iz konstrukcije. Brojevi
se biraju nasumično.
DRUGI KRUG
Kros-funkcionalni tim pravi kulu inkrementalno. Prvo ređa gredice obeležene
brojevima od 1:12, zatim od 13:24, i konačno od 25:36. Na svakih 12 gredica
fasilitator daje testeru 2 broja “problematičnih” gredica koje treba ukloniti.
TREĆI KRUG
Ovog puta brojevi pogrešnih gredica poznati su timu sve vreme tako da tim zida
kulu uzimajući u obzir i taj podatak. Testeru su “peroblematične” gredice poznate
u od samog početka.
Šta smo naučili?
Further Readibg
Agile Testing Book
Naredni meetup
● 4. april: Estimates + Game
● 2. maj: Kanban i Lean + Kanban Pizza Game
● 6. juni: Product Vision

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Quality Assurance in Agile + Jenga Testing Game

  • 1. Quality Assurance in Agile + Jenga Testing Game Startit, 7. mart 2019. #5 Meetup
  • 2.
  • 3. Agilne vrednosti i načela Osiguranje kvaliteta u agilnom razvoju je vrlo važan element uspeha. Proizilazi iz vrednosti i načela: ● (Valuable) Working software is the primary measure of progress. ● Early and continuous delivery, frequent intervals of delivering high business value. ● Sustainable development, constant pace. ● Continuous attention to technical excellence. ● Inspection and adaptation ● Cross-functional teams (testers and QAs are part of a team)
  • 5. Definition of Done U razvoju softvera: “Done means coded to standards, reviewed, implemented with unit Test-Driven Development (TDD), tested with 100 percent test automation, integrated and documented.” Jeff Sutherland Inače: ● Kako ću tačno znati da je gotovo? ● Kako ću tačno znati da je dobro? ● Kako ću to testirati? ○ standardi ○ vrednosti
  • 6. Test Driven Development as a Concept Test-driven development (TDD) is an advanced unit test practice in which test is written before the code. This makes TDD more of a designing practice than a testing one. It is applicable for both unit test and integration test.
  • 9. Product Backlog and User Stories
  • 10. Šta je User Story? INVEST ● Independent ● Negotiable ● Valuable ● Estimable ● Small ● Testable
  • 11. Test?
  • 12. User Story Template As a (who?) USER TYPE, ROLE As a shopper, I would like to (what?) FUNCTIONALITY GOAL DESIRE I can review the items in my shopping cart before checking out so that (why?) BENEFIT so that I can see what I've already selected.
  • 13. Acceptance Criteria Capturing expected behaviour (intended or not) Given that… When I… (input) (Procosess) Then… (outcome)
  • 14.
  • 16. Acceptance Tests & Definition of Ready and Done An Acceptance Test checks an expected behaviour of a software product expressed in the Acceptance Criteria part of a User Story. They are meant to satisfy a contractual obligation between Business and I.T. and are generally written by the Tester using a specific suite.
  • 18. Types of Tests ● Manual ● Automated ○ Functional and Acceptance Tests ○ Unit Tests ○ Integration Tests ○ Regression tests Integration Tests generally use similar environment to production and, as a result of that, complexity gets exponentially higher.
  • 19.
  • 20.
  • 21. Automation Testing w/ Automation = One of the most effective feedback mechanisms that Agile Teams have for guaranteeing stable and high quality products.
  • 22. Engineering Practices, XP ● Pair Programming ● Coding Standards ● Collective Ownership ● Continuous Delivery and Integration ● Refectoring
  • 23. Continuous Integration Continuous Integration (CI) is a practise coming from Extreme Programming (XP) that uses a tool which helps developers integrate code and Unit Tests into a shared repository several times a day. Each time a developer checks-in their modifications/additions, the product is compiled, verified and tested by an automated build, allowing teams to detect problems early. By integrating regularly, people can detect errors quickly, and locate them more easily. Unit Tests are also run 100% before and after integration.
  • 24. 2 Unit Test vs. 0 Integration Tests
  • 25. Spotify Org Culture and Testing
  • 28. CILJ CILJ igre je bolje sagledavanje značaja veoma važanog segmenta agilnog razvoja, a to je TESTIRANJE I OSIGURANJE KVALITETA. Igrajući se ovim gredicama, možete odmah da uvidite uticaj blagovremenog testiranja na povećanje efikasnosti i razliku između retkog, čestog i kontinuiranog testiranja.
  • 29. NAPRAVITI TROSPRATNICU Zadatak je u svakoj iteraciji isti: sagraditi trospratnu strukturu uz pomoć 36 gredica. Cilj je sagraditi je za najkraće moguće vreme tako da nakon “testiranja” kula ne padne. :)
  • 30. MATERIJAL ● 36 Jenga gredica. Obeležite ih brojevima od 1 do 36 sa svake strane, tako da broj bude vidljiv odakle god da gledate (kao na slici) ● Stikeri (samolepljivi papirići) za prijavljivanje bagova i opciono, ● Papir za praćenje rezultata.
  • 31. ULOGE ● Fasilitator ● Kros-funkcionalni, samo-organizovani tim (5-9, uključujući fasilitatora) ● Opciono, posmatrači
  • 32. PRAVILA 1) Fasilitator vodi igru i objašnjava zadatak. To može biti i Scrum Master. 2) Igra se igra u iteracijama, ukupno ih je 3. 3) Svaki krug traje 15 minuta. 4) U svakom krugu se meri vreme za koliko je zadatak urađen. Igra obično traje oko 50 minuta.
  • 33. PRVI KRUG Kros-funkcionalni tim ima zadatak da napravi trospratnu kulu koristeći svih 36 gredica. Nakon što je napravi, fasilitator daje testeru na samolepljivom papiriću papiriću 4 broja “problematičnih gredica” koje treba ukloniti iz konstrukcije. Brojevi se biraju nasumično.
  • 34. DRUGI KRUG Kros-funkcionalni tim pravi kulu inkrementalno. Prvo ređa gredice obeležene brojevima od 1:12, zatim od 13:24, i konačno od 25:36. Na svakih 12 gredica fasilitator daje testeru 2 broja “problematičnih” gredica koje treba ukloniti.
  • 35. TREĆI KRUG Ovog puta brojevi pogrešnih gredica poznati su timu sve vreme tako da tim zida kulu uzimajući u obzir i taj podatak. Testeru su “peroblematične” gredice poznate u od samog početka.
  • 38. Naredni meetup ● 4. april: Estimates + Game ● 2. maj: Kanban i Lean + Kanban Pizza Game ● 6. juni: Product Vision