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Agile Development Overview and Practices

Chapter 3 discusses Agile Development, emphasizing its principles such as effective communication, customer collaboration, and rapid incremental delivery of software. It outlines various Agile methodologies, including Scrum, Extreme Programming (XP), and Dynamic Systems Development Method (DSDM), highlighting their unique features and roles within Agile teams. The chapter also addresses the importance of human factors and team dynamics in successfully implementing Agile practices.

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0% found this document useful (0 votes)
6 views27 pages

Agile Development Overview and Practices

Chapter 3 discusses Agile Development, emphasizing its principles such as effective communication, customer collaboration, and rapid incremental delivery of software. It outlines various Agile methodologies, including Scrum, Extreme Programming (XP), and Dynamic Systems Development Method (DSDM), highlighting their unique features and roles within Agile teams. The chapter also addresses the importance of human factors and team dynamics in successfully implementing Agile practices.

Uploaded by

naikharsheev
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Chapter 3

Agile Development

1
Slide Set to accompany
Software Engineering: A Practitioner’s Approach, 7/e
by Roger S. Pressman

Slides copyright © 1996, 2001, 2005, 2009 by Roger S. Pressman

For non-profit educational use only


May be reproduced ONLY for student use at the university level when used in conjunction
with Software Engineering: A Practitioner's Approach, 7/e. Any other reproduction or use is
prohibited without the express written permission of the author.

All copyright information MUST appear if these slides are posted on a website for student
use.

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 2
What is “Agility”?
n Effective (rapid and adaptive) response to
change
n Effective communication among all stakeholders
n Drawing the customer onto the team
n Organizing a team so that it is in control of the
work performed
Yielding …
n Rapid, incremental delivery of software

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 3
Agility and the Cost of Change

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 4
An Agile Process
n Is driven by customer descriptions of what is
required (scenarios)
n Recognizes that plans are short-lived
n Develops software iteratively with a heavy
emphasis on construction activities
n Delivers multiple ‘software increments’
n Adapts as changes occur

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 5
Waterfall Method

Requirements

Plan / Design

Develop / Implement

Test
Release to the client

Slide 6
Agile

Small Parcel of Work Small Parcel of Work Small Parcel of Work

Incorporate changes Incorporate changes


Take proceed / cancel Take proceed / cancel
decision decision
Slide 7
Agile – [Link]

Individuals and interactions over processes and tools


Working product 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.
Agile – [Link]
• Highest priority – early & continuous delivery
Scrum
• Welcome changing requirements
Kanban DSDM
• Deliver working product frequently
SAFe
• Business and Developers work together daily

• Individuals & Interactions • Build projects around motivated individuals

4 12
XP
• Working Product • Most efficient communication – face-to-face

• Working product – Primary measure of progress


LeSS Values
• Customer Collaboration
Principles
• Promote sustainable development
• Responding to Change
• Continuous attention to excellence
ScrumBan
• Simplicity is essential

• Self-organizing teams
Many • Inspect and adapt at regular intervals

Practices
Human Factors
n the process molds to the needs of the people and
team, not the other way around
n key traits must exist among the people on an
agile team and the team itself:
n Competence.
n Common focus.
n Collaboration.
n Decision-making ability.
n Fuzzy problem-solving ability.
n Mutual trust and respect.
n Self-organization.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 12
Scrum

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 13
Scrum Roles

• Ensures Scrum Team adheres to Scrum values, practices and rules


• Helps Scrum team and organization adopt Scrum
Scrum Master • Coaches Scrum team to be more productive and deliver quality products
• Helps make changes required for helping Scrum succeed
• Removes impediments and protects team from disruption

• Knowledgeable – clear about goals and how to deliver success


• Maintains the product backlog and release burn down chart
• Only he prioritizes work to be done
Product Owner
• Ensures value of work delivered by Scrum team
• Is a person not a committee having authority to make priority decisions
• Immediately available

• Turns product backlog into potentially shippable functionality every Sprint


• Are cross functional self-organizing teams with all necessary skills
Team • Self Motivated to deliver excellent Products and Services
• Self Motivated to improve skills and capabilities
• Willing to help each other and work outside comfort zone
Slide 14
Scrum Norms
n Sprint can be no longer than 4 weeks
n Produce releasable Product/Service at the end of every sprint
n Team are self organizing - picks up the tasks they will perform
n Team size in the range of 5-9 people excluding scrum master
and product owner
n Everything is Time-boxed
n No titles – everyone contributes irrespective of the role and type
of work
n No changes during the course of a sprint to the sprint backlog
including team
n Artifacts
• Product Backlog
• Sprint backlog
• Release Burn down Chart
• Sprint Burn down Chart
Slide 15
Definition of Done (DoD)
n Goal at the end of the Sprint is to be done
n Definition of Done - What does done mean?
n To be clear about what is meant by done, Product
Owner and Team must agree on the definition of done
n Anything that doesn’t meet the definition of done isn’t
done!!!

Slide 16
Extreme Programming (XP)
n A widely used agile process, originally
proposed by Kent Beck
n XP Planning
n Begins with the creation of “user stories”
n Agile team assesses each story and assigns a cost
n Stories are grouped to for a deliverable increment
n A commitment is made on delivery date
n After the first increment “project velocity” is used to
help define subsequent delivery dates for other
increments

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 17
Extreme Programming (XP)
n XP Design
n Follows the KIS principle
n Encourage the use of CRC cards (see Chapter 8)
n For difficult design problems, suggests the creation of “spike
solutions”—a design prototype
n Encourages “refactoring”—an iterative refinement of the internal
program design
n XP Coding
n Recommends the construction of a unit test for a store before
coding commences
n Encourages “pair programming”
n XP Testing
n All unit tests are executed daily
n “Acceptance tests” are defined by the customer and excuted to
assess customer visible functionality

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 18
Extreme Programming (XP)

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 19
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 20
These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 21
Adaptive Software Development
n Originally proposed by Jim Highsmith
n ASD — distinguishing features
n Mission-driven planning
n Component-based focus
n Uses “time-boxing” (See Chapter 24)
n Explicit consideration of risks
n Emphasizes collaboration for requirements gathering
n Emphasizes “learning” throughout the process

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 22
Adaptive Software Development

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 23
Dynamic Systems Development Method
n Promoted by the DSDM Consortium ([Link])
n DSDM—distinguishing features
n Similar in most respects to XP and/or ASD
n Nine guiding principles
• Active user involvement is imperative.
• DSDM teams must be empowered to make decisions.
• The focus is on frequent delivery of products.
• Fitness for business purpose is the essential criterion for acceptance of
deliverables.
• Iterative and incremental development is necessary to converge on an accurate
business solution.
• All changes during development are reversible.
• Requirements are baselined at a high level
• Testing is integrated throughout the life-cycle.

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 24
Dynamic Systems Development Method

DSDM Life Cycle (with permission of the DSDM consortium)


These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 25
Crystal
n Proposed by Cockburn and Highsmith
n Crystal—distinguishing features
n Actually a family of process models that allow
“maneuverability” based on problem characteristics
n Face-to-face communication is emphasized
n Suggests the use of “reflection workshops” to
review the work habits of the team

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 26
Feature Driven Development
n Originally proposed by Peter Coad et al
n FDD—distinguishing features
n Emphasis is on defining “features”
• a feature “is a client-valued function that can be
implemented in two weeks or less.”
n Uses a feature template
• <action> the <result> <by | for | of | to> a(n) <object>
n A features list is created and “plan by feature” is
conducted
n Design and construction merge in FDD

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 27
Feature Driven Development

Reprinted with permission of Peter Coad

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 28
Agile Modeling
n Originally proposed by Scott Ambler
n Suggests a set of agile modeling principles
n Model with a purpose
n Use multiple models
n Travel light
n Content is more important than representation
n Know the models and the tools you use to create them
n Adapt locally

These slides are designed to accompany Software Engineering: A Practitioner’s Approach, 7/e
(McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 29

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