History of Agile Methods



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Agile Development Methods: Philosophy and Practice CPSC 315 Programming Studio Fall 2010 History of Agile Methods Particularly in 1990s, some developers reacted against traditional heavyweight software development processes. New methods were being developed and tested, e.g. extreme programming, SCRUM, Feature-driven development Generally termed light processes Representatives from several of these methods got together in Utah in 2001 Settled on term Agile as a way to describe these methods Called themselves the Agile Alliance Developed a manifesto and a statement of principles Focuses on common themes in these alternative methodologies 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 the items on the left more. Kent Beck Mike Beedle Arie van Bennekum Alistair Cockburn Ward Cunningham Martin Fowler James Grenning Jim Highsmith Andrew Hunt Ron Jeffries Jon Kern Brian Marick Robert C. Martin Steve Mellor Ken Schwaber Jeff Sutherland Dave Thomas 12 Principles behind the Agile 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. 2001, the above authors this declaration may be freely copied in any form, but only in its entirety through this notice.

12 Principles behind the Agile 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. 12 Principles behind the Agile 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. 12 Principles behind the Agile 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. Individuals and Interactions over Processes and Tools People make biggest impact on success Process and environment help, but will not create success Strong individuals not enough without good team interaction. Individuals may be stronger based on their ability to work on a team Tools can help, but bigger and better tools can hinder more than help Simpler tools can be better

Working Software over Comprehensive Documentation Documentation important, but too much is worse than too little Long time to produce, keep in sync with code Keep documents short and salient Focus effort on producing code, not descriptions of it Code should document itself (this does not eliminate the need for commenting!!!) Knowledge of code kept within the team Produce no document unless its need is immediate and significant. Customer Collaboration over Contract Negotiation Not reasonable to specify what s needed and then have no more contact until final product delivered Get regular customer feedback Use contracts to specify customer interaction rather than requirements, schedule, and cost Responding to Change over Following a Plan Extreme Programming (XP) Environment, requirements, and estimates of work required will change over course of large project. Planning out a whole project doesn t hold up Changes in shape, not just in time Keep planning realistic Know tasks for next couple of weeks Rough idea of requirements to work on next few months Vague sense of what needs to be done over year One of the most well-known agile methods Developed in 1990s Kent Beck, 1996 Chrysler Comprehensive Compensation Project Published book in 1999

Extreme Programming 1. On-Site Customer Customer is actively involved with development process Customer gives User Stories Short, informal stories describing features Keep on story cards 2. Planning Game Developers and customers together plan project Developers give cost estimates to stories and a budget of how much they can accomplish Can use abstract accounting mechanism Later compare to actual cost, to improve estimates over time Customer prioritizes stories to fit within budget Extreme Programming 3. Metaphor Come up with metaphor that describes how the whole project will fit together The picture in a jigsaw puzzle Provides framework for discussing project in team Tools and materials often provide good metaphors 4. Small Releases Time between releases drastically reduced A few weeks/months Multiple iterations Can have intermediate iterations between bigger releases 5. Testing Extreme Programming Test-first programming Unit testing frequently by developers Acceptance tests defined by customers 6. Simple Design Principles discussed in earlier lectures Design should be quick, not elaborate Pick the simplest thing that could possibly work Resist adding stuff not ready yet Extreme Programming 7. Refactoring Code gets worse with feature adds, bug fixes Rewrite small sections of code regularly Rerun all unit tests to know nothing broken Means you should have designed comprehensive tests 8. Pair Programming Discussed later 9. Collective Ownership Anyone can edit anything Errors are the fault of the whole team

Extreme Programming 10. Continuous Integration Commit changes frequently (several times a day) Verify against entire test suite! 11. Coding Standards Enables effective teamwork 12. Sustainable Pace No overtime Only exceptions in final week Good estimation skills for budgeting will help ensure reasonable times Time less likely to be wasted in pairs, bullpen rooms Plan time each day for administrative work (<1 hour), breaks SCRUM Idea first appeared in a business journal in 1986 (applied to product development management). Used in software development and presented in 1995 paper. Term is based on rugby term Small cross-functional teams SCRUM SCRUM Product and release backlog A list of the features to be implemented in the project (subdivided to next release), ordered by priority Can adjust over time as needed, based on feedback A product manager is responsible for maintaining Burn-down chart Make best estimate of time to complete what is currently in the backlog Plot the time on a chart By studying chart, understand how team functions Ensure burndown to 0 at completion date By adjusting what s in the backlog By adjusting the completion date

SCRUM SCRUM The sprint The sprint is a ~1 month period after which some product is delivered Features are assigned from the product backlog to a sprint backlog Features divided into smaller tasks for sprint backlog Feature list is fixed for sprint Planning meeting Tasks can be assigned to team members Team members have individual estimates of time taken per item During sprint, work through features, and keep a burn-down chart for the sprint New functionality is produced by the end of the sprint After sprint, a review meeting is held to evaluate the sprint Scrum meeting 15 minute daily meeting All team members show up Quickly mention what they did since last Scrum, any obstacles encountered, and what they will do next Some team member volunteers or is appointed to be the Scrum Master - in charge of Scrum meeting, and responsible for seeing that issues raised get addressed Customers, management encouraged to observe SCRUM Other Agile Methods Release Backlog Backlog Begin Plan 30 days 24 hours Scrum Meeting End Crystal Feature-driven development (FDD) Adaptive software development (ASD) Dynamic System Development Method (DSDM) Product Backlog Retrospective New Functionality

Drawbacks and Challenges of Agile Methods Resources Used Undefined goals Feature creep Neverending project with overruns Need clear, single, invested customer All-or-nothing adoption of techniques Some parts work only if lots of other aspects used Team size limited (smaller teams) Agile methods: www.agilealliance.org Agile methods (especially XP): Agile Software Development, by Robert C. Martin, Prentice-Hall 2003. SCRUM: www.controlchaos.org XP: extreme Programming in Action Practical Experiences from Real World Projects, by Martin Lippert, Stefan Roock, Henning Wolf, John Wiley and Sons, 2002.