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Agile Methodology & Programming. Ric Holt July 2009. Reaction to “Pure” Waterfall Model. Around 1990 , writing and discussion of more fine grained and more adaptive methodologies. Need for faster development, notably when spec is not well known and teams are small.

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reaction to pure waterfall model
Reaction to “Pure” Waterfall Model
  • Around 1990, writing and discussion of more fine grained and more adaptive methodologies.
  • Need for faster development, notably when spec is not well known and teams are small.
agile programming 2001 wikipedia
Agile Programming [2001][Wikipedia]
  • Development methodology based on
    • Iterative development
    • Collaboration
    • Self-organizing teams
    • Goal: New release at end of each interaction
    • Ideally: face-to-face team interactions
    • Ideal team size: 7 +/- 1
    • Daily meetings/interactions, perhaps with client
definition of the term manifesto
Definition of the term “manifesto”
  • A public declaration of principles, policies, or intentions, especially of a political nature.
agile software development agile manifesto 2001
Agile Software Development = Agile Manifesto [2001]
  • Individuals and interactions over processes and tools
  • Working software over comprehensive documentation
  • Customer collaboration over contract negotiation
  • Responding to change over following a plan
principles behind the agile manifesto
Principles behind the Agile Manifesto
  • Our highest priority is to satisfy the customer through early and continuous delivery of valuable software.
  • Welcome changing requirements, 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 to the shorter timescale.
  • Business people and developers must work together daily throughout the project.
  • 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.
  • 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.
extreme programming
Extreme Programming
  • A software methodology
  • A type of agile programming
  • Has short development cycles (called boxes) & releases
  • Advocates: pair programming, ongoing unit testing, flat management structure, frequent communication among team & with customer
possible drawbacks of extreme programming beck 1996
Possible drawbacks of extreme programming [Beck 1996]
  • Lack of overall specification
  • (In)ability to scale up to large projects
the game of rugby similar to american football
The game of rugby --- similar to American football
  • Scrum. Packs of opposing players push against each other for possession of the ball
  • Once a team gets the ball, it attempts to “sprint” to the goal line.
the rugby sprint
The rugby “sprint”

scrum development 1986
Scrum Development [1986]
  • Scrum: incremental framework for managing complex work (such as new product development) commonly used with agile software development.
three major roles in scrum
Three major roles in scrum
  • ScrumMaster, who maintains the processes (typically in lieu of a project manager);
  • Product Owner, who represents the stakeholders; and
  • Team, a cross-functional group of about 7 people who do the actual analysis, design, implementation, testing, etc.
daily scrum 15 minute meeting
Daily Scrum (15 minute meeting)
  • What have you done since yesterday?
  • What are you planning to do by today?
  • Do you have any problems preventing you from accomplishing your goal?
burndown chart
Burndown chart

sprint planning meeting
Sprint Planning Meeting
  • Plan next 15-30 days
  • Select what work is to be done
  • Prepare the Sprint Backlog that details the time it will take to do that work, with the entire team
  • Identify and communicate how much of the work is likely to be done during the current sprint
  • Eight hour limit
sprint review meeting
Sprint Review Meeting
  • Review the work that was completed and not completed
  • Present the completed work to the stakeholders (a.k.a. "the demo")
  • Incomplete work cannot be demonstrated
  • Four hour time limit
sprint retrospective
Sprint Retrospective
  • All team members reflect on the past sprint.
  • Make continuous process improvement.
  • Two main questions are asked in the sprint retrospective: What went well during the sprint? What could be improved in the next sprint?
  • Three hour time limit
scrum diagram
Scrum diagram