Agile Software DevelopmentAddison-Wesley, 2002 - 278 páginas Written for developers and project managers, this book compares software development to a game. Team members play the game knowing that the ultimate goal is to win - always remembering what they have learned along the way, and always keeping in mind that they will never play the same way twice. Players must keep an open mind to different methodologies, and focus on the goal of developing quality software in a short cycle time. Based on a decade's work and research, and interviews with software project teams, this book presents sound advice for bringing difficult projects to successful conclusion with a minimum of stress. |
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Página 179
... increment period , they tend to get distracted and lose intensity and drive . In addition , increments provide the team with built - in opportunities to repair its process . The longer the increment , the longer the time between such ...
... increment period , they tend to get distracted and lose intensity and drive . In addition , increments provide the team with built - in opportunities to repair its process . The longer the increment , the longer the time between such ...
Página 191
... increment : People are quite often exhausted after get- ting the software out the door . This meet- ing provides a chance to breathe and reflect . Done regularly , it becomes part of the project rhythm . After each increment , the team ...
... increment : People are quite often exhausted after get- ting the software out the door . This meet- ing provides a chance to breathe and reflect . Done regularly , it becomes part of the project rhythm . After each increment , the team ...
Página 192
... increment meeting . Therefore , you can pick up more details in the middle of the increment , get feedback immediately about the idea , and try out a new idea the same day instead of waiting several weeks or months . What if a new ...
... increment meeting . Therefore , you can pick up more details in the middle of the increment , get feedback immediately about the idea , and try out a new idea the same day instead of waiting several weeks or months . What if a new ...
Conteúdo
THE PROBLEM WITH PARSING EXPERIENCE | 3 |
THREE LEVELS OF LISTENING | 14 |
So What Do I Do Tomorrow? | 19 |
Direitos autorais | |
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Adaptive Software Development Addison-Wesley agile methodology Agile Software Development apply artifacts behavior Cockburn cooperative game cost create Crystal Clear Crystal Orange culture deliver described diagrams discussion documentation effective example experience Extreme Programming feedback Figure game of invention goal grammers gramming Highsmith ideas increment information radiators interview iteration Jim Highsmith Kent Beck language-games look meeting ment meth method methodol methodology design Object-Oriented odology pair programming person Personal Software Process practice principle problem project manager project team question reflection workshop regression tests requirements role situation skills Smalltalk Smalltalk programmers software development someone sponsors story strategy structure successful sweet spot tacit knowledge team lead team members techniques testers tests Theory Building View things Thoughtworks tion understanding unit tests user interface user stories whiteboard write