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 56
... artifacts among programmers ' work products . User composites and interaction diagrams are two such artifacts . In the user composites technique , the development team creates a composite sketch of one or more fictitious users of the ...
... artifacts among programmers ' work products . User composites and interaction diagrams are two such artifacts . In the user composites technique , the development team creates a composite sketch of one or more fictitious users of the ...
Página 120
... artifacts go through . This helps them manage their actions according to the intermediate states of the artifacts , as recommended in some modern methodologies ( Highsmith 2000 ) . SCOPE The scope of a methodology consists of the range ...
... artifacts go through . This helps them manage their actions according to the intermediate states of the artifacts , as recommended in some modern methodologies ( Highsmith 2000 ) . SCOPE The scope of a methodology consists of the range ...
Página 251
... artifacts can make constructive but different sense to users and designers . Wittgenstein ( 1953 ) notes that " when children play at trains their game is connected with their knowl- edge of trains . It would nevertheless be possible ...
... artifacts can make constructive but different sense to users and designers . Wittgenstein ( 1953 ) notes that " when children play at trains their game is connected with their knowl- edge of trains . It would nevertheless be possible ...
Conteúdo
THE PROBLEM WITH PARSING EXPERIENCE | 3 |
THREE LEVELS OF LISTENING | 14 |
A COOPERATIVE GAME OF INVENTION AND COMMUNICATION | 21 |
Direitos autorais | |
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activity Adaptive Software Development Agile Software Development Alistair Cockburn apply 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 invention and communication iteration Jim Highsmith Kent Beck language-games look ment meth methodol methodology design notice Object-Oriented odology osmotic communication 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 success sweet spot tacit knowledge team members techniques testers Theory Building View things Thoughtworks tion understanding user interface user stories whiteboard write