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Agile Development Overview Slides

Chapter 3 discusses Agile Development as outlined in 'Software Engineering: A Practitioner’s Approach, 7/e' by Roger S. Pressman. It highlights the Agile Manifesto, principles of agility, and various Agile methodologies such as Extreme Programming, Adaptive Software Development, Scrum, and Feature Driven Development. The chapter emphasizes the importance of customer collaboration, iterative development, and effective communication within teams to enhance software delivery and adaptability.

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0% found this document useful (0 votes)
16 views21 pages

Agile Development Overview Slides

Chapter 3 discusses Agile Development as outlined in 'Software Engineering: A Practitioner’s Approach, 7/e' by Roger S. Pressman. It highlights the Agile Manifesto, principles of agility, and various Agile methodologies such as Extreme Programming, Adaptive Software Development, Scrum, and Feature Driven Development. The chapter emphasizes the importance of customer collaboration, iterative development, and effective communication within teams to enhance software delivery and adaptability.

Uploaded by

anyone1921
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd

Chapter 3

 Agile Development
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. 1
The 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 theKent Beck
items onetthe
al
left more.”
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”?
 Effective (rapid and adaptive) response to
change
 Effective communication among all stakeholders
 Drawing the customer onto the team
 Organizing a team so that it is in control of the
work performed
Yielding …
 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
 Is driven by customer descriptions of what is
required (scenarios)
 Recognizes that plans are short-lived
 Develops software iteratively with a heavy
emphasis on construction activities
 Delivers multiple ‘software increments’
 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
Agility Principles - I
1. Our highest priority is to satisfy the customer through
early and continuous delivery of valuable software.
2. Welcome changing requirements, even late in
development. Agile processes harness change for the
customer's competitive advantage.
3. Deliver working software frequently, from a couple of
weeks to a couple of months, with a preference to the
shorter timescale.
4. Business people and developers must work together
daily throughout the project.
5. Build projects around motivated individuals. Give them
the environment and support they need, and trust them
to get the job done.
6. The most efficient and effective method of conveying
information to and within a development team is face–
to–face conversation.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 6
Agility Principles - II
7. Working software is the primary measure of
progress.
8. Agile processes promote sustainable development.
The sponsors, developers, and users should be
able to maintain a constant pace indefinitely.
9. Continuous attention to technical excellence and
good design enhances agility.
10. Simplicity – the art of maximizing the amount of
work not done – is essential.
11. The best architectures, requirements, and
designs emerge from self–organizing teams.
12. At regular intervals, the team reflects on how to
become more effective, then tunes and adjusts its
behavior accordingly.
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 7
Human Factors
 the process molds to the needs of the
people and team, not the other way around
 key traits must exist among the people on
an agile team and the team itself:
 Competence.
 Common focus.
 Collaboration.
 Decision-making ability.
 Fuzzy problem-solving ability.
 Mutual trust and respect.
 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. 8
Extreme Programming (XP)
 The most widely used agile process, originally
proposed by Kent Beck
 XP Planning
 Begins with the creation of “user stories”
 Agile team assesses each story and assigns a cost
 Stories are grouped to for a deliverable increment
 A commitment is made on delivery date
 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. 9
Extreme Programming (XP)
 XP Design
 Follows the KIS principle
 Encourage the use of CRC cards (see Chapter 8)
 For difficult design problems, suggests the creation of “spike
solutions”—a design prototype
 Encourages “refactoring”—an iterative refinement of the internal
program design
 XP Coding
 Recommends the construction of a unit test for a store before
coding commences
 Encourages “pair programming”
 XP Testing
 All unit tests are executed daily
 “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. 10
Extreme Programming (XP)
spike solutions
simple design
prototypes
CRC cards
user stories
values
acceptance test criteria
iteration plan

refactoring

pair
programming

Release
softwareincrement unit test
project velocity computed continuous integration

acceptance testing
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 11
Adaptive Software Development
 Originally proposed by Jim Highsmith
 ASD — distinguishing features
 Mission-driven planning
 Component-based focus
 Uses “time-boxing” (See Chapter 24)
 Explicit consideration of risks
 Emphasizes collaboration for requirements gathering
 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. 12
Adaptive Software Development
adaptive cycle planning Requirements gathering
uses mission statement J AD
project constraints mini-specs
basic requirements
time-boxed release plan

Release
softwareincrement
adjustments for subsequent cycles components implemented/ tested
focus groups for feedback
formal technical reviews
postmortems
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 13
Dynamic Systems Development Method
 Promoted by the DSDM Consortium ([Link])
 DSDM—distinguishing features
 Similar in most respects to XP and/or ASD
 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. 14
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. 15
Scrum
 Originally proposed by Schwaber and Beedle
 Scrum—distinguishing features
 Development work is partitioned into “packets”
 Testing and documentation are on-going as the
product is constructed
 Work occurs in “sprints” and is derived from a
“backlog” of existing requirements
 Meetings are very short and sometimes conducted
without chairs
 “demos” are delivered to the customer with the time-
box allocated

These slides are designed to accompany Software Engineering: A Practitioner’s Approach,


7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 16
Scrum

ScrumProcess Flow(usedwithpermission)
These slides are designed to accompany Software Engineering: A Practitioner’s Approach,
7/e (McGraw-Hill, 2009) Slides copyright 2009 by Roger Pressman. 17
Crystal
 Proposed by Cockburn and Highsmith
 Crystal—distinguishing features
 Actually a family of process models that allow
“maneuverability” based on problem characteristics
 Face-to-face communication is emphasized
 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. 18
Feature Driven Development
 Originally proposed by Peter Coad et al
 FDD—distinguishing features
 Emphasis is on defining “features”
• a feature “is a client-valued function that can be
implemented in two weeks or less.”
 Uses a feature template
• <action> the <result> <by | for | of | to> a(n) <object>
 A features list is created and “plan by feature” is
conducted
 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. 19
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. 20
Agile Modeling
 Originally proposed by Scott Ambler
 Suggests a set of agile modeling principles
 Model with a purpose
 Use multiple models
 Travel light
 Content is more important than representation
 Know the models and the tools you use to create them
 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. 21

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