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Yuval Yeret

From the Agile Transformation Trenches: Culture Change with Pigs, not Chickens - 0 views

  • Identify the technical leaders within projects; those that are “self-driven to produce quality results on time … combine technical ability with enough people skills …are trusted and respected by both their managers and fellow developers, are determined to make the team succeed, and usually live the work.” (Chief programmers, Chapter 2:  A Practical Guide to FDD).
  • Sell them the vision: if you cannot sell these people on the benefits to them, their colleagues and the organization of the new way of working then something is wrong
  • Provide in-depth training and on-going coaching. It is better to have a single lead person trained in-depth who can coach his teammates through the basics than to have the whole team trained on the basics with no-one on the team to turn to when the basics are not enough.
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  • Providing initial training is simply not enough. When the pressure is on, the temptation to return to previous ways of doing things is often too strong to resist. If technical leads are to work for you, they need on-going support and coaching, and a means by which they can support each other.  Good external coaches (expert chickens?) can help here.
  • Let the technical leads continue working on their projects. Some fail at the final hurdle by doing 1-3 above and then assigning or scheduling the technical leads to coach other projects, effectively turning them from pigs into chickens.
  • To summarize, if you can produce a change in the behavior of the lead pigs, the other pigs will, by definition, follow. However, pigs will not follow chickens for long because chickens are simply not pigs.
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    Last month David Anderson wrote a two-part article on why agile transformation initiatives fail. David's suggestion to concentrate on cultural change reminded me of one of my favorite bits on process initiatives. From Peter Coad's book, Java Modeling in Color...
Yuval Yeret

Is Design Dead? - 0 views

  • In its common usage, evolutionary design is a disaster. The design ends up being the aggregation of a bunch of ad-hoc tactical decisions, each of which makes the code harder to alter. In many ways you might argue this is no design, certainly it usually leads to a poor design. As Kent puts it, design is there to enable you to keep changing the software easily in the long term. As design deteriorates, so does your ability to make changes effectively. You have the state of software entropy, over time the design gets worse and worse. Not only does this make the software harder to change, it also makes bugs both easier to breed and harder to find and safely kill. This is the "code and fix" nightmare, where the bugs become exponentially more expensive to fix as the project goes on
  • the planned design approach has been around since the 70s, and lots of people have used it. It is better in many ways than code and fix evolutionary design. But it has some faults. The first fault is that it's impossible to think through all the issues that you need to deal with when you are programming. So it's inevitable that when programming you will find things that question the design. However if the designers are done, moved onto another project, what happens? The programmers start coding around the design and entropy sets in. Even if the designer isn't gone, it takes time to sort out the design issues, change the drawings, and then alter the code. There's usually a quicker fix and time pressure. Hence entropy (again).
  • One way to deal with changing requirements is to build flexibility into the design so that you can easily change it as the requirements change. However this requires insight into what kind of changes you expect. A design can be planned to deal with areas of volatility, but while that will help for foreseen requirements changes, it won't help (and can hurt) for unforeseen changes. So you have to understand the requirements well enough to separate the volatile areas, and my observation is that this is very hard. Now some of these requirements problems are due to not understanding requirements clearly enough. So a lot of people focus on requirements engineering processes to get better requirements in the hope that this will prevent the need to change the design later on. But even this direction is one that may not lead to a cure. Many unforeseen requirements changes occur due to changes in the business. Those can't be prevented, however careful your requirements engineering process.
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  • The fundamental assumption underlying XP is that it is possible to flatten the change curve enough to make evolutionary design work. This flattening is both enabled by XP and exploited by XP. This is part of the coupling of the XP practices: specifically you can't do those parts of XP that exploit the flattened curve without doing those things that enable the flattening. This is a common source of the controversy over XP. Many people criticize the exploitation without understanding the enabling. Often the criticisms stem from critics' own experience where they didn't do the enabling practices that allow the exploiting practices to work. As a result they got burned and when they see XP they remember the fire.
  • XP's advice is that you not build flexible components and frameworks for the first case that needs that functionality. Let these structures grow as they are needed. If I want a Money class today that handles addition but not multiplication then I build only addition into the Money class. Even if I'm sure I'll need multiplication in the next iteration, and understand how to do it easily, and think it'll be really quick to do, I'll still leave it till that next iteration.
  • You don't want to spend effort adding new capability that won't be needed until a future iteration. And even if the cost is zero, you still don't want to add it because it increases the cost of modification even if it costs nothing to put in. However you can only sensibly behave this way when you are using XP, or a similar technique that lowers the cost of change.
  • My advice to XPers using patterns would be Invest time in learning about patterns Concentrate on when to apply the pattern (not too early) Concentrate on how to implement the pattern in its simplest form first, then add complexity later. If you put a pattern in, and later realize that it isn't pulling its weight - don't be afraid to take it out again.
  • begin by assessing what the likely architecture is. If you see a large amount of data with multiple users, go ahead and use a database from day 1. If you see complex business logic, put in a domain model. However in deference to the gods of YAGNI, when in doubt err on the side of simplicity. Also be ready to simplify your architecture as soon as you see that part of the architecture isn't adding anything.
  • XP design looks for the following skills A constant desire to keep code as clear and simple as possible Refactoring skills so you can confidently make improvements whenever you see the need. A good knowledge of patterns: not just the solutions but also appreciating when to use them and how to evolve into them. Designing with an eye to future changes, knowing that decisions taken now will have to be changed in the future. Knowing how to communicate the design to the people who need to understand it, using code, diagrams and above all: conversation.
Yuval Yeret

James Shore: The Art of Agile Development: Incremental Design and Architecture - 1 views

  • when you first create a design element—whether it's a new method, a new class, or a new architecture—be completely specific. Create a simple design that solves only the problem you face at the moment, no matter how easy it may seem to solve more general problems
  • Waiting to create abstractions will enable you to create designs that are simple and powerful.
  • The second time you work with a design element, modify the design to make it more general—but only general enough to solve the two problems it needs to solve. Next, review the design and make improvements. Simplify and clarify the code. The third time you work with a design element, generalize it further—but again, just enough to solve the three problems at hand. A small tweak to the design is usually enough. It will be pretty general at this point. Again, review the design, simplify, and clarify. Continue this pattern. By the fourth or fifth time you work with a design element—be it a method, a class, or something bigger—you'll typically find that its abstraction is perfect for your needs. Best of all, because you allowed practical needs to drive your design, it will be simple yet powerful.
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  • This is difficult! Experienced programmers think in abstractions. In fact, the ability to think in abstractions is often a sign of a good programmer. Coding for one specific scenario will seem strange, even unprofessional.
  • Continuous Design Incremental design initially creates every design element—method, class, namespace, or even architecture—to solve a specific problem. Additional customer requests guide the incremental evolution of the design. This requires continuous attention to the design, albeit at different time-scales. Methods evolve in minutes; architectures evolve over months. No matter what level of design you're looking at, the design tends to improve in bursts. Typically, you'll implement code into the existing design for several cycles, making minor changes as you go. Then something will give you an idea for a new design approach, requiring a series of refactorings to support it. [Evans] calls this a breakthrough (see Figure). Breakthroughs happen at all levels of the design, from methods to architectures.
  • Don't let design discussions turn into long, drawn-out disagreements. Follow the ten-minute rule: if you disagree on a design direction for ten minutes, try one and see how it works in practice. If you have a particularly strong disagreement, split up and try both as spike solutions. Nothing clarifies a design issue like working code.
  • Risk-Driven Architecture Architecture may seem too essential not to design up front. Some problems do seem too expensive to solve incrementally, but I've found that nearly everything is easy to change if you eliminate duplication and embrace simplicity. Common thought is that distributed processing, persistence, internationalization, security, and transaction structure are so complex that you must consider them from the start of your project. I disagree; I've dealt with all of them incrementally [Shore 2004a]. Two issues that remain difficult to change are choice of programming language and platform. I wouldn't want to make those decisions incrementally!
    • Yuval Yeret
       
      Possible exercise - Try to come up with various things that are risky to YAGNI. And then order them according to level of risk. Use the examples here to seed the list
  • Limit your efforts to improving your existing design
  • To apply risk-driven architecture, consider what it is about your design that concerns you and eliminate duplication around those concepts
  • Your power lies in your ability to chooose which refactorings to work on. Although it would be inappropriate to implement features your customers haven't asked for, you can direct your refactoring efforts towards reducing risk. Anything that improves the current design is okay—so choose improvements that also reduce future risk.
  • design is so important in XP that we do it all the time
  • Don't try to use incremental design without a commitment to continuous daily improvement (in XP terms, merciless refactoring.) This requires self-discipline and a strong desire for high-quality code from at least one team member. Because nobody can do that all the time, pair programming, collective code ownership, energized work, and slack are important support mechanisms.
  • Test-driven development is also important for incremental design. Its explicit refactoring step, repeated every few minutes, gives pairs continual opportunities to stop and make design improvements. Pair programming helps in this area, too, by making sure that half of the team's programmers—as navigators—always have an opportunity to consider design improvements.
  • Alternatives If you are uncomfortable with XP's approach to incremental design, you can hedge your bets by combining it with up-front design. Start with an up-front design stage and then commit completely to XP-style incremental design. Although it will delay the start of your first iteration (and may require some up-front requirements work, too), this approach has the advantage of providing a safety net without incurring too much risk.
Yuval Yeret

Kanban development oversimplified: a simple explanation of how Kanban adds to the ever-... - 0 views

  • It’s a lot easier to estimate a story that’s small — which can lead to more accurate estimates, and better predictability.
  • It’s easier to plan with smaller stories. With big stories — stories that might take weeks for a developer to implement — it becomes difficult to plan a development time-box — particularly when the iterations are only a couple of weeks. It seems that only a couple stories fit — and there’s often room for half a story — but how do you build half a story? Splitting them into smaller stories makes it easier to plan those time-boxes.
  • Shrinking stories forces earlier elaboration and decision-making. Where product owners could write their stories fairly generally and consider many of the details later, now breaking them down into smaller stories forces more thinking earlier in a planning lifecycle.
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  • Managing little stories forces us to keep better track of how they fit together. Product owners are often asked to break down stories to a level where a single story becomes meaningless. To keep track of what’s meaningful to them and other stakeholders, they often need to keep track of bigger items such as the features of the product and how many stories contribute to building up that feature.
  • The result of these herniated time-box activities is a cycle that’s actually 3-4 times longer than our time-box. To get work done, we’ll use a time-box to elaborate stories, one to develop them, another to more thoroughly test them, and if there are bugs, possibly another to fix them.
  • During an ideal Agile time-box we’ll have frequent discussions between developers, testers, and those on a product owner team — like business analysts, user experience people, and business people. We’ll do this to understand what we need to build and describe what we’ll do to validate the story was really done. When time-boxes are short, there’s less time for this conversation. It’s common to move many of the conversations to detail the story and describe acceptance to the time-box before so we can be ready to really get moving with development when the time-box starts.
  • It’s difficult to fit thorough validation of the story into a short time-box as well. So, often testing slips into the time-box after. Which leaves the nasty problem of what to do with bugs� which often get piped into a subsequent time-box.
  • Anyone who’s attended an Agile planning meeting knows they can often last about an hour longer than you can stand it
  • As time-boxes shrink those on the product owner team and testers find themselves in a constant mode of getting ready for a next time-box and evaluating past time-boxes
  • work long hours, attend lots of meetings, and seem to have less time to be available to help developers with the current time-box. Since their focus is on a future or past time-box, questions about this time-box seem like interruptions. Collaboration decreases and tensions increase. Their work load is heavy, bumpy, not smooth or even.
  • Kanban cards are used to limit the amount of inventory the factory builds. It doesn’t do the Toyota factory any good to build doors faster then they can assemble cars. It just wastes money on excess doors, and parts of doors. Excess work in progress is considered to be waste in Lean manufacturing. (It’s probably waste in non-Lean manufacturing too.) In the above completely made up example, you’ll never have more than 15 finished doors hanging around. (Mudha is Japanese for waste. Learn it to impress your Lean friends.)
  • “Kan” means visual, and “ban” means card or board.
  • Kanban thinking in software development attempts to do a similar thing. We want to limit unnecessary work in progress to be no higher than it needs to be to match the throughput of the team.
  • In Kanban development: time-boxed development is out stories are larger and fewer estimation is optional or out completely velocity is replaced by cycle time
  • Exactly what’s left of Agile if we get rid of time-boxes, change the meaning of stories, and stop measuring velocity. And, exactly what do car doors and Kanban cards have to do with software development? Don’t get hung up on process. Remember, agile development isn’t a process.
  • You might have a column where business analysts spend time tracking down technical details that developers need to understand to write code.
  • These columns aren’t set. You should discuss with your team the phases that stories go through to be completed. Some organization may use columns for writing documentation, or preparing customer service people to support the feature in production.
  • The top is used for stories currently in progress in that phase. The bottom is the buffer. When work for that phase of the story is completed, it moves from “in progress” to the “buffer” where it’ll wait to be pulled into the next phase.
  • When we set limits for work in progress, we’ll set a total number for the process step that includes both “in process” and the “finished buffer” for that process step.
  • Stories must be minimal marketable features
  • To be marketable the feature needs to be large enough to be useful — probably larger than the teeny stories that take a couple days to build and seem to be best practice in Agile development today. A MMF may take weeks to build. But the important thing isn’t how long it takes to build, but that it be understandable and valuable to those who’ll receive it. To identify a MMF some folks ask the question “Would I announce it in my company’s product blog?” If it’s too tiny to mention, then it’s not a MMF.
  • To be lean, we’ll limit the number of stories we allow onto the board. A common formula is to add up all the members of the team in all roles and divide by two. All roles includes developers, analysts, user interfaced designers, testers, deployment people — anyone immediately responsible for getting features to market. For example, if team members total 20, we might limit the number of MMF-style stories on the board to 10.
  • Today developers have finished a story, and s they walk to the Kanban board to move it out of development, they notice their single buffer slot is full — and the “testing in progress” column is filled to its limit. What now? The developers talk to the testers. “We’re really struggling to keep up here. It’ll be till tomorrow morning before we can get some of these stories moved out.” “Hmm�” says a developer “Can we help test?” “Of course you can!” says the tester. “With your help we can get these cleared out by the end of the day.“ The tester grins “I just don’t want you validating a story you implemented.”
  • For the limits of the story process steps, the limit is often half the number of people that can perform the work for that phase of development. For instance if you have 6 developers, you might limit the development in progress column to 3. Now, this will force developers to work together on stories. I do find in practice that this may not work out for all teams — so I often see limits that equal the number of developers (or those that can perform the process step) or often 1.5 * the number of people in a role. Of course if you do this, it’ll raise the overall work in progress — and as you might expect, items will take longer to finish.
  • When a column in a Kanban board is full, we know that group is at capacity. We also know that if this keeps happening that that process step is likely where a bottleneck is.
  • If you’ve ever waited in line for the Pirates of the Caribbean in Disneyland you might remember signs along the way that say “Your wait time from here is 30 minutes” — something like that. Now you can post your own wait times on your Kanban board. At the bottom of your story queue post the average cycle time with wait time. It’ll say something like “Your wait time for a story here is approximately 18 days.” At the top of the queue post the average working cycle time. It might say “your wait time from here is 14 days.”
  • When you place focus on how quickly you can get functionality done, and have the ability to measure just that, then the estimates don’t much matter. In fact, many using a Kanban approach have simply stopped estimating at all. Yes story sizes vary, but being able to give a wait time plus or minus a few days is sufficient for many organizations’ concerns.
  • But, since there’s no development time-box in Kanban development, we’ll measure story-by-story how long they took to complete — the “cycle time” of the story.
  • Some do still estimate stories. Then use those estimates in conjunction with cycle time. Using a spreadsheet we can calculate the average cycle time for stories with a given estimate. If you do this, consider placing a handy chart next to your Kanban board showing estimate in one column, and wait times in adjacent columns. With this you’re answering the real question stakeholders are asking for when they get estimates: “when am I going to see this functionality in the software?”
  • If your stakeholders are like mine, they don’t want to know when they’re going to get this functionality, the want to know when they’re going to get all this functionality. I find that if I place stories into a spreadsheet with start and end dates, and calculate cycle time, if I select an arbitrary time period — say a two or three week time period — I can see how many stories where completed during this time period. For instance I might see the team finished 22 stories in 3 weeks — that’s about 7.3 stories per week. Given a backlog of 100 stories I can reasonably infer that it’ll take between 13 and 14 weeks (100/7.3). That’s yesterday’s weather for Kanban — at least the way I calculate it.
  • If I know that during three week time period there where 15 working days and that 5 developers worked the entire time, that’s 75 developer days. Knowing that lets me calculate the average number of developer days per story: 3.4 (75/22) — Which is darn close to pi — which makes me believe it has to be right. ;-) This number, 3.4, is what XP practitioners referred to as load factor.
  • Evaluation cycles, not development time-boxes
  • The only difference is the cycles aren’t used to plan and commit to stories any longer.
  • The daily standup or daily scrum meeting occurs as normal, but now it occurs in front of the Kanban board. Instead of the regular meeting ritual of checking in with each person to find out what they worked on yesterday and will work on today, the discussion revolves around the Kanban board and what will likely move on and off the board today, where “traffic” seems the heaviest, and what we could do to clear bottlenecks.
  • Reflect every few weeks
  • Lean practices help teams increase throughput. They don’t make developers type faster, rather they draw attention to bottlenecks that slow things down, help you see them and respond to them quicker. Using a Kanban board lets you easily visualize work in progress across different roles and lets you see when someone is taking on too much work simultaneously.
  • Demonstrate every few weeks
  • A task board as it’s commonly used in an agile approach can give you the visualization too. But, widening the task board to separate testing from development from acceptance or other process steps helps me better visualize where things are clogging up — helps me better diagnose problems. And, setting hard limits for process steps and respecting them really makes me deal with the problem in a way that dropping a pile of stories into a sprint or iteration didn’t. But, maybe it’s just me who’s lazy and avoids dealing with tough problems. I’m sure you’d never run into a situation where you and your team let lots of finished development work pile up waiting to be tested.
  • There’s no one as zealous as the newly converted There’s a lot of folks pretty excited about Kanban out there. I am too. Sometimes that zeal takes the form of telling people practicing common agile time-boxed development that they’re wrong. But, I guess I’m crusty enough to know that there’s lots of right ways to succeed and anyone who believes they’ve found the best ways is likely wrong. Don’t let those voicing opinions strongly for, or against, Kanban approaches stop you for digging in deeper and understanding the ideas behind it.
  •  
    one of the best articles about Kanban and its relation to Agile I've encountered so far - focusing on Feature development (not maintenance)
Yuval Yeret

Kanban Blogosphere Roundup July 16th - 0 views

  • Yuval Yeret shared his Scrumban - taking Scrum out of its comfort zone slides from the Israeli Scrum User Group event this week. It's great to see this. I think Yuval shows great courage and I hope his audience are open-minded enough to give his thoughts a fair hearing.
Yuval Yeret

InfoQ: Ensuring Success for Self Organizing Teams - 0 views

  • Helicopter Managers – who step in too soon to rescue thereby depriving the team to think and solve problems together.
  • Absentee Managers – who would not step in at all irrespective of whether the team has all the necessary skills to tackle the problem.
  • If the team has sufficient skills to solve the problem then give them space else ask questions to help them get unstuck. This would help in building the skills eventually.
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  • When time is not of the essence give the team time to work the issue. This would improve the team feeling and collaboration.
  • If the solution space is limited in scope and impact, or the decision is reversible, give the team space to solve the problem, even it there's a good chance they'll get it wrong the first time.
  • Tolerate mistakes and allow time for learning – management should not jump in at the first problem. They should allow the team to learn from their mistakes and take corrective action on their own.
  • Clearly define the boundaries – Without this the team is lost on how much they can manage themselves and when should they invoke management help. Without the definition of boundaries, teams err on side of caution and do not take any decision without seeking permission.
  • Keep the team challenged, yet not frustrated- The manager should be aware of the team’s skill level and limitations. He should be able to provide the team with enough challenges to keep them in a state of learning and growth.
  • emphasis on the balanced involvement of management with the team
  • It is important for the managers to be aware of the skill level of the team to step in or stay back at the right moment and act as a catalyst for the team to reach a state of self organization
Yuval Yeret

Social, Agile, and Transformation: The ScrumMaster - A role or responsibility? - 0 views

  • So if they needed the ScrumMaster role filled, then this was something they were prepared to train and assign to either a project manager or possibly a technical lead. The consensus of this team was, if you found a project manager skilled enough to have a real technical dialog with the development team, then this person could be trained and perform the ScrumMaster role.
  • The Scrum Alliance published a survey that has some supporting evidence. Over 60% of the 1100 people that responded to the survey had nine or more years of industry experience, 15% of them had twenty or more years of experience, and 35% had Masters degrees. Also, of the people who responded, 22% were project managers and another 21% were either Managers or Directors. So my simple translation is that practicing ScrumMasters are managers (project or other) with significant (10+) years of proven experience. Training and assigning this role to experienced project managers or software development managers seems like a viable approach to have the responsibility filled and having a dedicated ScrumMaster separate from these roles may not be necessary.
Yuval Yeret

Tailor your Message To Gain Support for your Agile Initiative | Enabling Agility - 0 views

  • Connect Agile’s Benefits to your Company’s Priorities
  • aying that Agile is “better, faster, cheaper” may not be enough to cause a company to be willing to go through the often-painful process of cultural and process change.  You could implement Agile, but you could also try Six Sigma or Lean.  Saying that Agile is a general get-better remedy puts it in line with many other get-better methods.
  • f they don’t see a meaningful update from us, at least once a quarter, we’re going to get kicked out of the game.  We’ve all acknowledged that as we’ve gotten bigger, our processes have become more cumbersome and now is the time to do something about it.  Agile will give us the ability to regain that rapid pace of delivering innovations to market that we were know for in our early days.”
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  • ur last two releases have looked like me-too updates, where we are just barely keeping up with our competitors
  • We’ve been losing market share
  • If you can refer to a specific business issue and show the linkage, you are much more likely to get a receptive audience.  Here’s an example.
  • The CFO, developer and QA manager have different roles in the organization and their needs are different.  If you want to enlist their support, be sure you know who you are talking to and what they value.
  • Use Focused Messages for Key Individuals or Groups
  • certain volume of people who are enrolled in the idea of Agile before you’ll see adoption start to accelerate,
  • People have specific needs in their role and they want to understand how Agile will affect and benefit them directly.  
  • Developers, on the other hand, probably wants to know if they will have interesting work, the opportunity to learn new things and the ability to make an impact on the company’s products.
  • a QA manager is probably interested in hearing how Agile helps enrich the QA profession.
  • The focus isn’t on Agile, its on business, as it should be.
  • The easiest way to find out what interests someone is to ask them.  When you meet, leave plenty of time for talk.  Motoring through a well-rehearsed Agile presentation usually doesn’t work.  A lot of times I’ll have slides with me, but they are a backdrop for the conversation.  I’ll refer to slides when it helps move the conversation along, but otherwise don’t use them.  You might want to forget slides altogether and just draw things on a whiteboard as necessary.  This technique is particularly useful with an individual or a small group.  
  • Take it One Step Further: Collect Data to Gain Insight
  • you’ll be most effective tailoring your message if you invest some time conducting data through a series of structured interviews. 
  • First, you’ll need a small set of questions prepared for the interviews.  Here are some examples. What is working with our current methodology? What’s not working with our current methodology? How do you think Agile would help our organization? What concerns do you have about Agile?
  • Interview a wide range of people: developers, testers, business analysts, managers, product managers, senior management, project managers and someone from finance. 
  • When you conduct the interviews, it is good to have one interviewer who has the primary responsibility for talking and the other person who has the primary job of taking notes.  You can switch off roles each interview so no one person gets stuck in either role.  Here’s how I typically start off.  
  • stories that people tell about the organization and make sure you write them down
  • I put all of the information we’d gathered into a mind-mapping program (Mindjet) and grouped like things together.
  • Make sure you keep interesting stories intact.  Specifics will help you make your cases
  • When there’s numerical data, people engage with a presentation in an entirely different way than they do when there are stories.  I find stories more effective, but do what works for you.
  • As an Agile evangelist, you job is to get Agile deployed effectively.  Along the way there are many people will be willing to go out of their way to help if you effectively speak to their interests and concerns.
Yuval Yeret

InfoQ: Opinion: Agile Coaches Frequently a Source of Adoption Problems - 0 views

  • Coaches help teams learn Agile practices get from 'Agile seems to be something we should do' to 'we are practicing Agile development and succeeding by regularly delivering business value'.
  • ncreasingly there are reports of initial success followed by failures with Agile adoption.
  • I believe that there is a problem to how current Agile coaches - especially external ones (such as the author) - have traditionally performed their jobs. In fact, I think we are part of the problem
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  • We do a very good job - in general - teaching the skills. That is, teaching the team to run an iteration with a kickoff, demo and retrospective. Teaching test driven development. Some of us even do a very good job teaching the team to be pseudo-self-organizing by taking a socratic approach to coaching and standing back and letting the teams make their own mistakes and learn from them.
  • We even do a good job - in many ways - teaching the team the values of Agile development. If we are there long enough, the values come from diligent and disciplined application of the practices.
Yuval Yeret

James Shore: The Art of Agile Development: Stories - 0 views

  • "Non-Functional" Stories AllyPerformance OptimizationPerformance, scalability, and stability—so-called non-functional requirements—should be scheduled with stories too. Be sure that these stories have precise completion criteria. See Performance Optimization for more.
  • Spike Stories AllySpike SolutionsSometimes programmers won't be able to estimate a story because they don't know enough about the technology required to implement the story. In this case, create a story to research that technology. An example of a research story is "Figure out how to estimate 'Send HTML' story". Programmers will often use a spike solution (see Spike Solutions) to research the technology, so these sorts of stories are often called spike stories.
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