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 xxii
... effective and more agile than focusing on processes . The series has these three main tracks : • Techniques to improve the effective- ness of a person who is doing a partic- ular sort of job . This might be a person who is designing a ...
... effective and more agile than focusing on processes . The series has these three main tracks : • Techniques to improve the effective- ness of a person who is doing a partic- ular sort of job . This might be a person who is designing a ...
Página 99
... effective team than they are on a less effective team . You can create a large overall effect on the project by eliciting small changes in each person's behavior . This is " micro- touch " intervention : getting people to make changes ...
... effective team than they are on a less effective team . You can create a large overall effect on the project by eliciting small changes in each person's behavior . This is " micro- touch " intervention : getting people to make changes ...
Página 178
... effective software develop- ment and moving the project as close as possible to those sweet spots . A team that can arrange to land on any of those sweet spots gets to take advantage of some extra - efficient mechanism . To the extent ...
... effective software develop- ment and moving the project as close as possible to those sweet spots . A team that can arrange to land on any of those sweet spots gets to take advantage of some extra - efficient mechanism . To the extent ...
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