Agile Software Development
Автор: Alistair Cockburn /
CHAPTER 1. A Cooperative Game of Invention and Communication What Should This Mean to Me?
-
Часть 1
-
Reconsider the work products your team is producing:
· Who is going to read each?
· Is the work product more detailed than needed for that person, or is it not detailed enough?
· What is the smallest set of internal work products your team needs to reach the primary goal?
· What is the smallest set of final work products your team needs to produce to protect the next team?
· Notice the difference between the two. Consider running the project as two separate sub-projects:
· The first subproject produces the running software in as economic a fashion as possible.
· The second subproject, competing for key resources with the first, produces the final work products for the next team.
Think about developing a large, life-critical, mission-critical system:
· Will that project benefit more from increasing the invention and communication or from isolating the people?
· Notice which sorts of projects need more final work products as their residue and which need fewer work products.
Finally, notice the larger game within which the project resides. Notice
· The distractions on your project, such as giving demos to visitors, taking the system to trade shows, and hitting key deadlines
· How those "distractions" contribute to the larger game in play
· That moves in the larger game jeopardize your local game
· How you would balance moves in the project-delivery game against the moves in the larger game
The point of all this watching and reconsidering is to sharpen your sense of "team, " "cooperative game, " "moves in a game, " "invention and communication, " "theory building, " and "sufficiency. "
After watching software development for a while, reexamine the engineering activities around you:
· Identify where they too are cooperative games of invention and communication and where they are more a matter of looking up previous solutions in code books.
When you have achieved some facility at viewing the life around you as a set of games in motion, practice
· Adding discipline on your project at key places
· Reducing discipline at key places
· Declaring, "Enough! This is sufficient! "
-
Навигация [ Часть 1. Глава 6. ]
Закладки
Games are not just for children, although children also play…
Agility implies maneuverability, a characteristic that is more…
Using the planning game in this way, the sponsors can…
The group of 17 quickly agreed on those value choices. Developing…
1. Project name, job of person interviewed (the interviewee…
We see an example of needing these normalizing rituals in the…
It follows that on the Theory Building View, for the primary…
Figure 4-1. Elements of a methodology. Roles. Who…
While writing, reading, typing, or talking, we pick up traces…
The complete discussion about when and where to apply concurrent…
Crystal Clear is the most tolerant, low-ceremony small-team…
The main question is, if you were funding this project, which…
Walk around your place of work. Notice · The convection…
The industry is littered with projects whose sponsors did not…
Types of Methodologies Rechtin (1997) categorizes methodologies…
13. (FIRST TECHNIQUE). .. your sword now having bounced…
After much coaching for six months, his programs still looked…
The surprising thing about human success modes is how nebulous…
The chart shows the state of the user stories being worked…