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 50
... strategy or try out the risky new strategy ? Odds are that he will use the normal , conservative strategy , a " guaranteed " stan- dard outcome , rather than one that might work but might blow up in strange ways . This characteristic ...
... strategy or try out the risky new strategy ? Odds are that he will use the normal , conservative strategy , a " guaranteed " stan- dard outcome , rather than one that might work but might blow up in strange ways . This characteristic ...
Página 64
... strategy underlying incremen- tal delivery , described in Surviving Object- Oriented Software ( Cockburn 1998 ) . One question that arises with Early and Regular Delivery is what to deliver first . On the one hand , it seems a good idea ...
... strategy underlying incremen- tal delivery , described in Surviving Object- Oriented Software ( Cockburn 1998 ) . One question that arises with Early and Regular Delivery is what to deliver first . On the one hand , it seems a good idea ...
Página 133
... strategy presupposes both good communication and rework capac- ity . The Gold Rush strategy is suited to sit- uations in which the requirements gathering is predicted to go on for longer than can be tolerated in the project plan , so ...
... strategy presupposes both good communication and rework capac- ity . The Gold Rush strategy is suited to sit- uations in which the requirements gathering is predicted to go on for longer than can be tolerated in the project plan , so ...
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