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Software Engineering
CHAPTER:3 AGILE PROCESS MODELS
BY: YASH ASTI
1
astiyash5@gmail.com
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.
2
Agility and the cost of change
3
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
4
Agility Principles
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 changes for
the customers' competitive advantages.
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.
5
Agility Principles
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.
6
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
7
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.
8
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 executed to assess customer visible functionality
9
Extreme Programming (XP)!
10
Adaptive Software Development
 Originally proposed by Jim Highsmith
 ASD — distinguishing features:-
 Mission-driven planning
 Component-based focus
 Uses “time-boxing” (See in upcoming chapter)
 Explicit consideration of risks
 Emphasizes collaboration for requirements gathering
 Emphasizes “learning” throughout the process
11
Adaptive Software Development
12
Dynamic Systems Development Method
 Promoted by the DSDM Consortium
 DSDM—distinguishing features
 Similar in most respects to XP and/or ASD
 Eight guiding principles
1. Active user involvement is imperative.
2. DSDM teams must be empowered to make decisions.
3. The focus is on frequent delivery of products.
4. Fitness for business purpose is the essential criterion for acceptance of deliverables.
5. Iterative and incremental development is necessary to converge on an accurate business solution.
6. All changes during development are reversible.
7. Requirements are baselined at a high level
8. Testing is integrated throughout the life-cycle.
13
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.
14
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.
15
Feature Driven Development
 Originally proposed by Peter Coad
 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
16
Agile Modeling
 Originally proposed by Scott Ambler
 Suggests a set of agile modeling principles
 Model with a purpose
 Use multiple models
 Travel light
 Know the models and the tools you use to create them
 Adapt locally
 Content is more important than representation
17

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Agile Process models

  • 1. Software Engineering CHAPTER:3 AGILE PROCESS MODELS BY: YASH ASTI 1 astiyash5@gmail.com
  • 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. 2
  • 3. Agility and the cost of change 3
  • 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 4
  • 5. Agility Principles 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 changes for the customers' competitive advantages. 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. 5
  • 6. Agility Principles 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. 6
  • 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 7
  • 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. 8
  • 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 executed to assess customer visible functionality 9
  • 11. Adaptive Software Development  Originally proposed by Jim Highsmith  ASD — distinguishing features:-  Mission-driven planning  Component-based focus  Uses “time-boxing” (See in upcoming chapter)  Explicit consideration of risks  Emphasizes collaboration for requirements gathering  Emphasizes “learning” throughout the process 11
  • 13. Dynamic Systems Development Method  Promoted by the DSDM Consortium  DSDM—distinguishing features  Similar in most respects to XP and/or ASD  Eight guiding principles 1. Active user involvement is imperative. 2. DSDM teams must be empowered to make decisions. 3. The focus is on frequent delivery of products. 4. Fitness for business purpose is the essential criterion for acceptance of deliverables. 5. Iterative and incremental development is necessary to converge on an accurate business solution. 6. All changes during development are reversible. 7. Requirements are baselined at a high level 8. Testing is integrated throughout the life-cycle. 13
  • 14. 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. 14
  • 15. 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. 15
  • 16. Feature Driven Development  Originally proposed by Peter Coad  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 16
  • 17. Agile Modeling  Originally proposed by Scott Ambler  Suggests a set of agile modeling principles  Model with a purpose  Use multiple models  Travel light  Know the models and the tools you use to create them  Adapt locally  Content is more important than representation 17