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End Game
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Testing on Wednesday
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How to Test Structured Unstructured Or some of both
Ask them to accomplish a specific task Unstructured Tell them what it does and let them play Or some of both
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What You Need to Prep Hardware Accounts and ids
Enough data to be interesting
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Structure 4 rounds Team member running the test to rotate
Identify where you are to send testers
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Sprint End
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Why Saturday? Stop working Clean up Prep for Monday
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Final Presentations
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Monday, December 12 noon-3 The Facts
Clients will be invited (can adjust time) Pizza will be served Only medical excuses accepted The math: 3 hours = 180 minutes / 14 teams = 12.8 minutes Bottom line: 10 MINUTES per team
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Content: Focus on the INTERESTING NOT a checklist
PROJECT OVERVIEW LESSONS LEARNED DEMO What you did Why you did it How you did it Development Process Technologies Do NOT spend a lot of time typing Walk the audience through typical scenarios
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Presentation Basics Speak loudly and clearly
Speak, don’t read: you ARE the experts Look at the class, NOT the computer Everyone MUST speak Approximately even
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NO presentation problems Make sure I know what you need!
Demo Basics Set up and test demo NO presentation problems Make sure I know what you need! IF you need to restart, do it BEFORE you present
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Extreme Programming Kent Beck considered the inventor
Ideas developed in the early 90’s First project at Daimler Chrysler in 1996
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Extreme Programming Complete development process
First code drop 2-3 weeks after start (what is the start?) Customer part of the development team Iterative development to the max Derive requirements with customer through hands-on experimentation Agile methodology
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XP Bills of Rights Developer has a right to
Clear requirements and priorities Determine how long a requirement will take Revise estimates Always produce quality code
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XP Bills of Rights Customer has a right to An overall plan
See progress in a running system Change requirements and priorities Be informed of changes to schedule and have input as to how to adapt Cancel in the middle and still have something to show for the investment
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XP Value System Communication Focus on people, not documentation
Simplicity Of process and code Feedback Mechanism to make useful progress Courage To trust in people (Bollinger: what you would like to know about software that your life depended on)
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Extreme Programming Flowchart
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User Stories Use cases Written by customer Used for planning
Developers estimate by story Stories basis for iteration Used to build acceptance tests Remember that correctness equals meeting requirements
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System Metaphor Initial system design
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Spikes Technology explorations Focus on high risk items
Typically considered throw-away code If not, needs to be agreed to by the whole team
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Release Planning Each iteration has its own plan
Function OR date (other is adjusted accordingly) (Recall 4 variables: function, date, resources, quality) Planning adapts as the project progresses Measure project velocity Number of user stories and tasks completed Next iteration looks at planned vs. actual time Allowed to plan last iteration’s number for this iteration
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Iteration Scope: all parts of the system Recommendation: 3 weeks
Only add functions needed for current user stories Recommendation: 3 weeks Moving people around Backup and training Code is owned by the whole team Pair programming Re-factoring
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Pair Programming Two people working at a single computer
Built-in backup and inspections Collaboration builds better code Mechanical model One drives, the other talks Keyboard slides between the two Logical model One tactical, the other strategic Both think about the full spectrum but bring different perspectives
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Pair Programming Experiments
Typical numbers show the total manpower consumed not very different Numbers range, but no more than ¼ additional manpower Implication: actual time is reduced Improved satisfaction also improves productivity Williams et al, “Strengthening the Case for Pair-Programming”
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Refactoring Each iteration adds just the function needed
If you continue to add new functions every two weeks, code can get messy Refactoring is the cleaning up of the code at the end of the iteration Critical to maintaining quality code (Also applies to the design) Difference between refactoring & rewriting?
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Feedback Loops
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The Rules of Extreme Programming
Planning Managing Designing Coding Testing
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When to Use XP Types of projects Team Automated testing High risk
Poorly understood requirements Team Small size: 2 to 12 Needs to include customer Automated testing Timing issue
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What Makes a Project XP Paradigm Values Power sharing
see change as the norm, not the exception optimize for change Values communication, simplicity, feedback, and courage honor in actions Power sharing business makes business decisions development makes technical decisions Distributed responsibility and authority people make commitments for which they are accountable Optimizing process aware of process and whether it is working experiment to fix acculturate new team members Ward Cunningham, Ron Jeffries, Martin Fowler, Kent Beck
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NOT everyone loves XP
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SCRUM Origins: Jeff Sutherland Ken Schwaber Mike Beedle
Initial scrums at Easel Corp in 1993 IDX and 500+ people doing Scrum Ken Schwaber ADM Scrum presented at OOPSLA 96 with Sutherland Author of three books on Scrum Mike Beedle Scrum patterns in PLOPD4 Ken Schwaber and Mike Cohn Co-founded Scrum Alliance in 2002, initially within the Agile Alliance With acknowledgement to mike cohn from mountain goat software, llc
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We’re losing the relay race
Hirotaka Takeuchi and Ikujiro Nonaka, “The New New Product Development Game”, Harvard Business Review, January 1986. “The… ‘relay race’ approach to product development…may conflict with the goals of maximum speed and flexibility. Instead a holistic or ‘rugby’ approach—where a team tries to go the distance as a unit, passing the ball back and forth—may better serve today’s competitive requirements.” would be nice to include a quote from Wicked Problems here
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Scrum in 100 words Scrum is an agile process that allows us to focus on delivering the highest business value in the shortest time. It allows us to rapidly and repeatedly inspect actual working software (every two weeks to one month). The business sets the priorities. Teams self-organize to determine the best way to deliver the highest priority features. Every two weeks to a month anyone can see real working software and decide to release it as is or continue to enhance it for another sprint.
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Scrum origins Jeff Sutherland Initial scrums at Easel Corp in 1993
Ken Schwaber Scrum presented at OOPSLA 95 with Sutherland Mike Beedle Scrum patterns in PLOPD4 Ken Schwaber and Mike Cohn Co-founded Scrum Alliance in 2002
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Characteristics Self-organizing teams
Product progresses in a series of 2-week to month-long “sprints” Requirements captured in “product backlog” No specific engineering practices prescribed Uses generative rules to create an agile environment for delivering projects
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The Process ©
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Sprints Scrum projects make progress in a series of “sprints”
Typical duration is 2–4 weeks or a calendar month at most A constant duration leads to a better rhythm Product is designed, coded, and tested during the sprint
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Sequential vs. overlapping development
Requirements Design Code Test Rather than doing all of one thing at a time... ...Scrum teams do a little of everything all the time Source: “The New New Product Development Game” by Takeuchi and Nonaka. Harvard Business Review, January 1986.
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Unified (Software Development) Process
Iterations within phases 4 phases and core workflows for each Inception Elaboration Construction Transition Requirements Analysis Design Implementation Test
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No changes during a sprint
Plan sprint durations around how long you can commit to keeping change out of the sprint
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Scrum framework Roles Ceremonies Artifacts Product owner ScrumMaster
Team Roles Sprint planning Sprint review Sprint retrospective Daily scrum meeting Ceremonies Product backlog Sprint backlog Burndown charts Artifacts
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Product owner Define the features of the product
Decide on release date and content Be responsible for the profitability of the product (ROI) Prioritize features according to market value Adjust features and priority every iteration, as needed Accept or reject work results
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The ScrumMaster Represents management to the project
Responsible for enacting Scrum values and practices Removes impediments Ensure that the team is fully functional and productive Enable close cooperation across all roles and functions Shield the team from external interferences
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The team Typically 5-9 people Cross-functional:
Programmers, testers, user experience designers, … Members should be full-time May be exceptions (e.g., database administrator)
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Sprint planning meeting
Team capacity Sprint prioritization Analyze and evaluate product backlog Select sprint goal Sprint goal Product backlog Business conditions Sprint planning Decide how to achieve sprint goal (design) Create sprint backlog (tasks) from product backlog items (user stories / features) Estimate sprint backlog in hours Current product Sprint backlog Technology
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Sprint planning Team selects items from product backlog they can commit to Sprint backlog is created Tasks are identified and each is estimated (1-16 hours) Collaboratively, not done alone by the ScrumMaster High-level design is considered Code the middle tier (8 hours) Code the user interface (4) Write test fixtures (4) Code the foo class (6) Update performance tests (4) As a vacation planner, I want to see photos of the hotels.
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The daily scrum Daily 15-minutes Stand-up Not for problem solving
Whole world is invited Only team members, Scrum Master, product owner talk Helps avoid other unnecessary meetings
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Everyone answers 3 questions
What did you do yesterday? 1 What will you do today? 2 Is anything in your way? 3 not status for the ScrumMaster commitments in front of peers
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The sprint review Team presents what it accomplished during the sprint
demo of new features or underlying architecture Informal 2-hour prep time rule No slides Whole team participates Invite the world
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Sprint retrospective Periodically look at what is and is not working
Typically 15–30 minutes Done after every sprint Whole team participates ScrumMaster Product owner Team Possibly customers and others
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Product backlog: User Stories
The requirements A list of all desired work on the project Ideally expressed such that each item has value to the users or customers of the product Prioritized by the product owner Reprioritized at the start of each sprint
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Sprint Backlog: How Breaks the user story down into tasks
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Burn-Down Chart Tracks Remaining Effort
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Scaling through the Scrum of scrums
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