8 VIIKOSSA VALMISTA: KUINKA KETTERÄ AGILE VOI OLLA? Pekka Abrahamsson, PhD Nääsvillen Oliopäivät

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1 8 VIIKOSSA VALMISTA: KUINKA KETTERÄ AGILE VOI OLLA? Pekka Abrahamsson, PhD Nääsvillen Oliopäivät

2 CONTENTS Part I: Agile philosophy & rationale Part II: Existing agile software development approaches Part III: Empirical data from case projects Part IV: Future & conclusions (C) VTT Electronics, Pekka Abrahamsson 2

3 Part I: Agile philosophy & rationale (C) VTT Electronics, Pekka Abrahamsson 3

4 AGILE THINKING EXPLAINED Practices Principles Need to respond to constant changes Values The fundamental reason for a new paradigm Defines the set of most important beliefs of what is truly important Defines a set ways to meet the values Defines in detail how this is implemented in practice (C) VTT Electronics, Pekka Abrahamsson 4

5 AGILE VALUES (C) VTT Electronics, Pekka Abrahamsson Source: 5

6 THE 12 AGILE PRINCIPLES (1/3) DESCRIPTION 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 a shorter timescale. 4. Business people and developers must work together daily throughout the project SUMMARY 1. Satisfy customer through early and frequent delivery. 2. Welcome changing requirements even late in the project. 3. Keep delivery cycles short (e.g., every couple of weeks). 4. Business people and developers work together daily throughout the project (C) VTT Electronics, Pekka Abrahamsson 6

7 THE 12 AGILE PRINCIPLES (2/3) 5. Build project 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 development team is face-to-face conversation. 7. Working software is the primary measure for progress. 8. Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. 5. Build projects around motivated individuals. 6. Place emphasis on face-to-face Communication. 7. Working software is the primary measure of progress. 8. Promote sustainable development pace (C) VTT Electronics, Pekka Abrahamsson 7

8 THE 12 AGILE PRINCIPLES (3/3) 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 reflect on how to become more effective, then tunes and adjusts its behavior accordingly. 9. Continuous attention to technical excellence and good design. 10. Simplicity is Essential. 11. The best results emerge from self-organizing teams. 12. Team reflects regularly where and how to improve (C) VTT Electronics, Pekka Abrahamsson 8

9 AGILE SW DEVELOPMENT IN ONE SLIDE Volatile development environment Emphasis on individuals interactions and working software Light and sufficient Methods are incremental, cooperative, straightforward and adaptive Small teams, co-located environment, non-safety critical Software, object-oriented platforms (C) VTT Electronics, Pekka Abrahamsson 9

10 Part II: Existing agile software development approaches (C) VTT Electronics, Pekka Abrahamsson 10

11 EVOLUTIONARY MAP OF AGILE METHODOLOGIES Software engineering Information systems (C) VTT Electronics, Pekka Abrahamsson 11 Source: (Abrahamsson et al. 2003)

12 EXISTING AGILE METHODS Methods for agile software development: - Agile software process model [Ayoama, 1998] - Adaptive Software Development [Highsmith, 2000] - Crystal Family of Methodologies [Cockburn, 2000] - Dynamic Systems Development Method [Stapleton, 1997] - Extreme Programming [Beck, 1999] - Feature-Driven Development [Palmer & Felsing, 2002] - Lean software development [Poppendieck x 2, 2003] - Scrum [Schwaber, 1995; 2002] Combination of approaches: - Agile Modeling [Ambler, 2002] - Internet-Speed Development [Cusumano & Yoffie, 1999; Baskerville et al., 2001; Truex et al., 1999] - Pragmatic Programming [Hunt & Thomas, 2000] (C) VTT Electronics, Pekka Abrahamsson 12

13 CAN WE TRUST THESE METHODS? Adaptive SW development Agile modeling Crystal DSDM Extreme programming Feature-driven development Internet speed development Pragmatic programming Scrum Some evidence No identifiable evidence Source: (Abrahamsson et al. 2003) (C) VTT Electronics, Pekka Abrahamsson 13

14 Management Manager Makes the decisions Coach Controls and guides team members in applying XP Tracker Tracks programmers' estimates and the progress of each iteration Support Management XP Technical Coordinator Defines system architecture, responsible for technical quality Development DSDM AGILE METHODS: ROLES & RESPS Customer / Business Competence Team Customer Writes stories and functional tests Tester Helps writing functional tests and runs them Programmer Writes tests and code Development Other Customer / Business Competence Team Developer Analysts, designers, programmers, testers Adviser User An expert user focused on a narrower viewpoint (IT Staff, financial auditors, etc.) Senior Developer Skilled developer, with a level of leadership Executive Sponsor A user with financial responsibility and authority Ambassador User Represents the user community, responsible for user-developer communication Visionary The user with the most accurate view on business and project objectives Project Manager Administrative and financial leader. Ultimate say on scope, schedule, and staffing Toolsmith Builds small tools required in development, testing etc. Management Development Manager Leads development, solves resourcing problems Language Lawyer / Language Guru An expert in any new technology involved in the project System Administrator Manages servers, workstations, development and testing environments Support Management Management In charge of final decision making Scrum Master Ensures the project runs under Scrum principles, runs the Scrum Team Scrum Team Project team, with authority to decide on actions Release Manager Controls the progress of the process Development Build Engineer Sets up, maintains and runs the build process, including version control Customer / Business Competence Team Chief Architect Responsible for overall design Chief Programmer Leads small teams, solves technical issues, participates in requirements analysis Class Owner Responsible for a class Product Owner Responsible for the project, and the realization of the requirements into features Development Tester Runs tests, verifies system conformance Domain Manager Leads Domain Experts Domain Expert Has the knowledge of how the different requirements for the system should perform Deployer Convert legacy data to the new system, participate in deployment Technical Writer Writes documentation Other Customer / Business Competence Team FDD SCRUM Customer Defines the set of requirements for the system (the Product Backlog list) Support Other Support (C) VTT Electronics, Pekka Abrahamsson 14 Other

15 Concept Creation XP Req. Spec Design Code Unit Test XP: Exploration and Planning Phases Stories Priority List Analysis & Design AGILE METHODS: PROCESS VARIATIONS XP: Iterations to Release Phase Plans for Tests Pair Programming Coding Integration Test Testing and Continuous Integration System Test Acceptance Test XP: Productionizing, Maintenance and Death Phases Releases Concept Creation Develop an Overall Model Req. Spec Design Code Unit Test (Build a) Features List Priority List FDD: Concurrent Feature Development Integration Test FDD System Test Acceptance Test Collective Codebase Customer Acceptance Plan by Feature Customer Feedback Continuous Customer Tests FDD: Design by Feature, Build by Feature Design and Design Inspection Coding Unit Test Integration and Code Inspection Main Build Concept Creation Feasibility Study DSDM Req. Spec Design Code Unit Test Business Study Integration Test System Test Acceptance Test Restart depending on the scope of required new functionality All Requirements Met? No Functional Model Iteration Functional Prototypes Design & Build Iteration Design Prototypes Implementation Yes Concept Req. Spec Design Code Unit Test Creation Scrum: Pregame Phase Planning Product Backlog List High Level Design / Architecture Sprint Backlog List Scrum: Development (Game) Phase Analysis & Design SPRINT Coding Testing Delivery Intermediate Releases Integration Test SCRUM Integration, System Testing System Test Acceptance Test Scrum: Postgame Phase Final Release, Documents (C) VTT Electronics, Pekka Abrahamsson 15

16 Agile Software Development Methods: Principle Contributions (C) VTT Electronics, Pekka Abrahamsson 16

17 SOURCE FOR AN OVERVIEW OF AGILE METHODS Titled Agile software development methods: Review and analysis, 2002 A VTT series publication freely available from For each method the following aspects are described: - Purpose & motivation - Roles & responsibilities - Development process - Development practices - Current status & known limitations (C) VTT Electronics, Pekka Abrahamsson 17

18 Part III: Empirical data from case projects (C) VTT Electronics, Pekka Abrahamsson 18

19 Background: Mobile-specific demands and constraints Existing methods do not address Limited capabilities of terminal devices Limited availability and capacity of networks Various standards, protocols and network technologies Heterogeneity of terminal devices Mobility: Transition among cells Difficulties to develop "plug and play" mobile products Specific needs of mobile terminal users Mobile presence = > Mobile-D: An Approach for Agile Mobile Application Development (C) VTT Electronics, Pekka Abrahamsson 19

20 NEW PROGRAMMING ENVIRONMENT End-users Customer Provides value Learns needs Benefits Coach / Mentor supports Shares end-user needs & business requirements Software development activities, tools, people delivers Results: Working software, rapid delivery, high business value Learning Removes obstacles Management State-of-the art methods Process definitions Training - Daily feedback from the developers - Communication - Collaboration (C) VTT Electronics, Pekka Abrahamsson 20

21 Mobile-D: An Approach for Mobile Application Development Concept: From scratch idea to mobile application in 8 weeks (java or symbian c++ based) Mobile-D is based on Extreme Programming (practices), Crystal methodologies (scalability) and Rational Unified Process (coverage) Designed to meet the specific characteristics of mobile application development & industry quality standards Designed for < 10 developers working in colocated office space CMMI LEVEL 2 CERTIFIED 1 WEEK 2 WEEKS 2 WEEKS 2 WEEKS 1 WEEK SET-UP CORE CORE-2 STABILIZE WRAP-UP (C) VTT Electronics, Pekka Abrahamsson 21

22 AGILE PROGRAMMING ENVIRONMENT (C) VTT Electronics, Pekka Abrahamsson 22

23 Mobile-D: The Principal Elements Phasing and pacing: Planning Day Agile modeling Architecture Line MetriCs: Time, size and defect Rapid7 for specifications Agile Software Process Improvement Off-Site Customer User-Centred Focus Mobile Test-First development 1 WEEK 2 WEEKS 2 WEEKS 2 WEEKS 1 WEEK SET-UP CORE CORE-2 STABILIZE WRAP-UP (C) VTT Electronics, Pekka Abrahamsson 23

24 1 WEEK 2 WEEKS 2 WEEKS 2 WEEKS 1 WEEK SET-UP CORE CORE-2 STABILIZE WRAP-UP (C) VTT Electronics, Pekka Abrahamsson 24

25 Industry-Driven Experimental Software Engineering Initiative (ENERGI) expert zombie bambie unicorn Bubble RogeR 02-03/2003: expert 1 team of four + one 8 mmonths web-based system (java+jsp) New product development 10-11/2003: zombie 1 team of six 10mmonths, mobile application (java) New product development 03-04/2004: bambie 1 team of five 12 mmonths, mobile application (java) Non-intrusive data collection, automated client tests, development of architecture lines 05-07/2004: unicorn Build on existing base (C) VTT Electronics, Pekka Abrahamsson /2004: Bubble 1 team of five 12 mmonths, mobile application (Symbian c++) New product development, soft real-time system 1 team of six 18 mmonths, mobile application (Symbian c++) New product development

26 CURRENT BACKLOG INFORMATION RADIATOR IN THEORY ITERATION STATUS PRODUCT STATUS PRODUCT BACKLOG DEFINED STARTED DONE VERIFIED FINISHED PRODUCT FEATURE3 TASK TASK TASK 3.N TASK TASK 3.N TASK 3.N TASK 3.N FEATURE1 FEATURE2 FEATURE4 TASK TASK TASK TASK 4.N FEATURE FEATURE FEATURE FEATURE FEATURE FEATURE FUTURE BACKLOG (C) VTT Electronics, Pekka Abrahamsson 26

27 INFORMATION RADIATOR IN PRACTICE Project team in a daily stand-up meeting Customers and project managers working together Big boss at the airport (C) VTT Electronics, Pekka Abrahamsson 27

28 PROJECT VELOCITY Actual velocity 100,0 % Velocity 80,0 % 60,0 % 40,0 % 20,0 % 0,0 % R1 R2 R3 R4 R5 Expert 69,8 % 50,3 % 60,9 % 46,0 % 44,0 % Zombie 55,1 % 45,1 % 42,6 % 48,0 % 36,3 % Bambie 20,3 % 45,9 % 43,2 % 34,8 % 25,6 % Release Expert Zombie Bambie (C) VTT Electronics, Pekka Abrahamsson 28

29 REWORK COSTS (% of total dev. time) 100,00 % 90,00 % 80,00 % 70,00 % 60,00 % 50,00 % 40,00 % expert zombie bambie unicorn 30,00 % 20,00 % 10,00 % 0,00 % Iteration 2 Iteration 3 Iteration 4 Iteration (C) VTT Electronics, Pekka Abrahamsson 29

30 REWORK COSTS (% of coding time) Rework (Fix & enhancements) costs Percetage of task effort 100,0 % 80,0 % 60,0 % 40,0 % 20,0 % 0,0 % R2 R3 R4 R5 Expert 8,9 % 34,7 % 41,1 % 37,9 % Zombie 20,6 % 30,0 % 35,6 % Bambie 6,7 % 15,5 % 29,7 % 48,4 % Release Expert Zombie Bambie (C) VTT Electronics, Pekka Abrahamsson 30

31 Task size (median, hours) expert zom bie bambie unicorn Bubble iteration 1 iteration 2 iteration 3 iteration 4 iteration (C) VTT Electronics, Pekka Abrahamsson 31

32 Part IV: Future & conclusions (C) VTT Electronics, Pekka Abrahamsson 32

33 FUTURE Hype is getting to be over (good news) XBreed, Freedom and other methods will still keep emerging Yet, how to become more agile is the question now Before it was more concentrated on extreme programming Empirical evidence is quickly building up Agile becomes part of standardization work as well: Working group for IEEE 1648 (recommended practices) (C) VTT Electronics, Pekka Abrahamsson 33

34 CONCLUSION Agile software development solutions are primarily concerned with what goes into pipes, not how to organize them (C) VTT Electronics, Pekka Abrahamsson 34

35 THANK YOU! Questions and comments? Contact: (C) VTT Electronics, Pekka Abrahamsson 35

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