Appendix B Agile Methodologies

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Appendix B Agile Methodologies Essentials of Systems Analysis and Design Third Edition Joseph S. Valacich Joey F. George Jeffrey A. Hoffer Appendix B Agile Methodologies B.1 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. Learning Objectives Define Agile Methodologies. Explain when to use Agile Methodologies and when to use engineering-based approaches to systems development. Define eXtreme Programming. Discuss the Agile Methodology approach to systems requirements determination, design specifications, and the combination of coding and testing. B.2 Copyright 2006 Prentice-Hall, Inc.

The Trend to Agile Methodologies Three Phases of Systems Analysis Since Inception Undisciplined (Developer as Artist) Lack of documentation and development tools High degree of dependence upon developer for maintenance Developer as Engineer Documentation Rigorous testing Structured tools and techniques Computer-based tools B.3 Copyright 2006 Prentice-Hall, Inc.

The Trend to Agile Methodologies (continued) Three Phases of Systems Analysis Since Inception (continued) Agile Methodologies Object-oriented approach Sacrifices milestones and multiple phases Close cooperation between developers and clients Many life cycle phases combined into one Multiple rapid releases of software B.4 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. Agile Methodologies Many Different Methodologies under Umbrella Crystal family of methodologies Adaptive Software Development Scrum Feature Driven Development eXtreme Programming Agile Manifesto Developed in February 2001 (Figure B-1) Three Key Principles: Focus on adaptive rather than predictive methodologies Focus on people rather than roles Self-adaptive process B.5 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. B.6 Copyright 2006 Prentice-Hall, Inc.

Agile Methodologies(continued) Engineering Methodologies Do Not Fit Well with Software Development Engineering requirements are well understood; software requirements often are not. In many engineering projects, design is only 15 percent of project; in software engineering, design can be as much as 50 percent. Agile Methodologies Embrace Change and Deal with Lack of Predictability Iterative development Provides feedback to customers and developers alike Focus on individuals Adaptive software development process Process can be refined and improved as software is developed Agile Methodologies are Recommended for Projects That Involve: Unpredictable or dynamic requirements Responsible and motivated developers Customers who understand and will get involved Engineering Approach is Recommended when: Project involves more than 100 people Project is operating under fixed-price or fixed-scope contract B.7 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. B.8 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. eXtreme Programming One Example of Agile Methodologies Distinguished by: Short development cycles Incremental planning approach Focus on automated tests Reliance on evolutionary approach to development Use of two-person pair programming teams Customer on-site during development process Relates to Design Specifications Planning, design, analysis, and construction are fused together into a single phase of activity Systems requirements are captured and presented in a unique way Programmers who write code also write the tests Pair Programming All programming is done by two people working together Includes coding and testing Advantages More communication among developers Higher levels of productivity Higher quality code Reinforcement of other practices, such as code and test discipline B.9 Copyright 2006 Prentice-Hall, Inc.

Requirements Determination Continual User Involvement Traditional Approach Users involved in early stage User signs off at project completion Often, system business processes changed during development System many times did not adequately address user’s needs Iterative Process of User Feedback Agile Usage-Centered Design Process of eight steps See Table B-2 Most effective steps: Venting session Use of 3 x 5 cards B.10 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. B.11 Copyright 2006 Prentice-Hall, Inc.

Requirements Determination (continued) The Planning Game Players Business (Customers) Development Game pieces are story cards Created by Business Contain description of a feature or procedure Each card is dated and numbered Three Phases Exploration Business creates a story card Development responds with a time estimate Commitment Business sorts cards into three stacks: essential, non-essential but add value, and nice to have Development sorts story cards according to risk Business selects cards that will be used in next release Steering Business sees how development is progressing Plan is adjusted accordingly Can take place as often as once every three weeks B.12 Copyright 2006 Prentice-Hall, Inc.

Requirements Determination (continued) The Planning Game (continued) Iteration Planning Game Follows planning game Played only by programmers Uses task cards Same three phases Exploration Programmers convert story cards to task cards Commitment Programmers accept responsibility for tasks Balance workloads Steering Write code and test Integrate into product Takes place between steering phase meetings of planning game B.13 Copyright 2006 Prentice-Hall, Inc.

Design Specifications eXtreme Programming Employs Two Techniques to Continually Improve Quality of Design Simple Design Four constraints The system must communicate everything that you want it to communicate. The system must contain no duplicate code. The system should have the fewest possible classes. The system should have the fewest possible methods. Refactoring Process of simplifying a system after new features have been added B.14 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. Implementation Traditional systems development involves an implementation phase. In eXtreme Programming and Other Agile Methodologies, implementation is complete once testing has been done. B.15 Copyright 2006 Prentice-Hall, Inc.

Copyright 2006 Prentice-Hall, Inc. Summary Trend to Agile Methodologies eXtreme Programming as an Example Continual user involvement Agile-Centered approach Pair programming The planning game B.16 Copyright 2006 Prentice-Hall, Inc.