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4 MANIFESTO FOR AGILE SOFTWARE DEVELOPMENT
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 That is, while there is value in the items on the right, we value the items on the left more.

5 Who? Kent Beck Mike Beedle Arie van Bennekum Alistair Cockburn
Ward Cunningham Martin Fowler Robert C. Martin Steve Mellor Ken Schwaber James Grenning Jim Highsmith Andrew Hunt Ron Jeffries Jon Kern Brian Marick Jeff Sutherland Dave Thomas

6 AGILE SOFTWARE DEVELOPMENT METHODS CONSORTIUM
Representatives from: Extreme Programming SCRUM DSDM Dynamic Systems Development Method Adaptive Software Development Crystal Feature-Driven Development Pragmatic Programming

7 The Cost of Changes Traditional approach… work hard to get complete set of requirements early and avoid the cost of change. Reality – eliminating change early means being unresponsive to business conditions. Drive down the cost of change means driving down the cost of responding. … and to maintain quality. Each agile method addresses quality in certain ways… DSD: Prototypes to attack unstable & unknown areas SCRUM: 15-minute daily meetings & comprehensive iteration reviews at the end of each 30-day iteration. Jim Highsmith Alistair Cockburn

8 The Agile Response XP teams do the following:
Produce 1st delivery in weeks, achieving early win and rapid feedback. Invent simple solutions, so there is less to change and making changes easier. Improve design quality continually… reducing cost of future changes. Test constantly: earlier, less expensive defect detection.

9 Rely on interactions between people…
Easier to share info and verify understanding. Easier to change when change is needed. Frequent interactions reduces the need for documentation Customer collaboration: All the stakeholders are on the team Sponsor Customer User Developer Poor customers result in poor systems.

10 Agile Practices Short iterative cycles (2 to 6 weeks)
Feature-based planning Features are what customers understand Constant feedback High tolerance for change Team proximity Barrier free collocated teams Customer intimacy Focus on overall team ecology

11 Principles behind The Agile Manifesto
Highest priority is to satisfy the customer through early and continuous delivery of valuable software. Changing requirements are welcome, even late in development. Agile processes harness change for the customer's competitive advantage. Deliver working software frequently, from a couple of weeks to a couple of months, with a preference for sooner rather than later. Business people and developers work together daily throughout the project.

12 Principles (cont’d) Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. The most efficient and effective method of conveying information to and within a development team is face-to-face conversation. Working software is the primary measure of progress. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely.

13 Principles (cont’d) Continuous attention to technical excellence and good design enhances agility. Simplicity--the art of maximizing the amount of work not done--is essential. The best architectures, requirements, and designs emerge from self-organizing teams. At regular intervals, the team reflects on how to become more effective, then tunes and adjusts its behavior accordingly.

14 XP’s 12 CORE Practices

15 CORE Practices (5 – 8)

16 CORE Practices (9 – 12)

17 Agility Agility is about creating and responding to change.
People are the primary drivers of project success Focused on effectiveness & maneuverability What we need… Dynamic, innovative approaches Desire to build workspaces that aren’t described in Dilbert cartoons

18 KENT BECK “All methodologies are based on fear. You try to set up habits that prevent your fears from becoming reality.” “XP reflects my fears: Doing work that doesn’t matter Having projects canceled because I didn’t make enough technical progress Making business decisions badly Having business people make technical decisions badly for me Coming to the end of a career of building systems and realizing that I should have spent more time with my kids Doing work I’m not proud of ”

19 I had to learn not to fear these things.”
No Fear!! “XP also reflects things I’m not afraid of: Coding Changing my mind Proceeding without knowing everything about the future Relying on other people Changing the analysis and design of a running system Writing tests I had to learn not to fear these things.”

20 Jim Highsmith For the Agile Alliance
“…we felt privileged to work with a group of people who held a set of compatible values, a set of values based on trust and respect for each other and promoting organizational models based on people, collaboration, and building the types of organizational communities in which we would want to work. At the core, I believe Agile Methodologists are really about “mushy” stuff – about delivering good products …about the mushy stuff of values and culture.”

21 More Quotes “XP has traditionally worked best in small or medium-size teams composed of competent developers who work well together; where the customer’s requirements may change frequently; and where frequent small releases are possible.”

22 Lessons to be Learned 5 Lessons You Should Learn from Extreme Programming: Code for Maintainability Know your status Communicate early and often Do things that matter Fix your most important problem first

23 Computerworld, 2001 “One thing that’s good about XP is that it simplifies things developers don’t classically like to do, like testing and code review. And anything that makes developers do that is a desirable thing. But right now, there isn’t enough evidence that XP is a breakthrough that all teams should embrace.”

24 “The Irony of Extreme Programming” Matt Stephens and Doug Rosenberg Dr
“The Irony of Extreme Programming” Matt Stephens and Doug Rosenberg Dr. Dobb’s Journal, May 2004 “…XP requires unfailing discipline from every member of the team throughout the project. This makes it anything but lightweight. Additionally, the 12 practices are so tightly dependent on each other that tailoring XP (or skipping a few of the practices) can be tricky.”

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