Agile Development Methods:
Philosophy and Practice
CPSC 315 Programming Studio
Spring 2009
History of Agile Methods
Particularly in 1990s, some developers reacted against
traditional heavyweight software development processes.
New methods were being developed and tested,
e.g. extreme programming, SCRUM, Feature-driven development
Generally termed light processes
Representatives from several of these methods got
together in Utah in 2001
Settled on term Agile as a way to describe these methods
Called themselves the Agile Alliance
Developed a manifesto and a statement of principles
Focuses on common themes in these alternative methodologies
Manifesto for Agile Software Development
We are uncovering better ways of developing
software by doing it and helping others do it.
Through this work we have come to value:
Individuals and interactions over processes and tools
Working software over comprehensive documentation
Customer collaboration over contract negotiation
Responding to change over following a plan
That is, while there is value in the items on
the right, we value the items on the left more.
Kent Beck
Mike Beedle
Arie van Bennekum
Alistair Cockburn
Ward Cunningham
Martin Fowler
James Grenning
Jim Highsmith
Andrew Hunt
Ron Jeffries
Jon Kern
Brian Marick
2001, the above authors
this declaration may be freely copied in any form,
but only in its entirety through this notice.
Robert C. Martin
Steve Mellor
Ken Schwaber
Jeff Sutherland
Dave Thomas
12 Principles behind the Agile
Manifesto
1. Our highest priority is to satisfy the customer
through early and continuous delivery of valuable
software.
2. Welcome changing requirements, even late in
development. Agile processes harness change for
the customer's competitive advantage.
3. Deliver working software frequently, from a
couple of weeks to a couple of months, with a
preference to the shorter timescale.
12 Principles behind the Agile
Manifesto
4. Business people and developers must work
together daily throughout the project.
5. Build projects around motivated individuals.
Give them the environment and support they
need, and trust them to get the job done.
6. The most efficient and effective method of
conveying information to and within a
development team is face-to-face conversation.
12 Principles behind the Agile
Manifesto
7. Working software is the primary measure of
progress.
8. Agile processes promote sustainable
development. The sponsors, developers, and
users should be able to maintain a constant pace
indefinitely.
9. Continuous attention to technical excellence
and good design enhances agility.
12 Principles behind the Agile
Manifesto
10. Simplicity--the art of maximizing the amount
of work not done--is essential.
11. The best architectures, requirements, and designs
emerge from self-organizing teams.
12. At regular intervals, the team reflects on how
to become more effective, then tunes and adjusts
its behavior accordingly.
Individuals and Interactions over
Processes and Tools
People make biggest impact on success
Process and environment help, but will not create
success
Strong individuals not enough without good team
interaction.
Individuals may be stronger based on their ability to
work on a team
Tools can help, but bigger and better tools can
hinder more than help
Simpler tools can be better
Working Software over
Comprehensive Documentation
Documentation important, but too much is worse
than too little
Long time to produce, keep in sync with code
Keep documents short and salient
Focus effort on producing code, not descriptions
of it
Code should document itself
Knowledge of code kept within the team
Produce no document unless its need is immediate
and significant.
Customer Collaboration over
Contract Negotiation
Not reasonable to specify whats needed
and then have no more contact until final
product delivered
Get regular customer feedback
Use contracts to specify customer
interaction rather than requirements,
schedule, and cost
Responding to Change over
Following a Plan
Environment, requirements, and estimates of work
required will change over course of large project.
Planning out a whole project doesnt hold up
Changes in shape, not just in time
Keep planning realistic
Know tasks for next couple of weeks
Rough idea of requirements to work on next few
months
Vague sense of what needs to be done over year
Extreme Programming (XP)
One of the most well-known agile methods
Developed in 1990s
Kent Beck, 1996
Chrysler Comprehensive Compensation Project
Published book in 1999
Extreme Programming Practices
1. On-Site Customer
Customer is actively involved with development process
Customer gives User Stories
Short, informal stories describing features
Keep on story cards
2. Planning Game
Developers and customers together plan project
Developers give cost estimates to stories and a budget of how
much they can accomplish
Can use abstract accounting mechanism
Later compare to actual cost, to improve estimates over time
Customer prioritizes stories to fit within budget
Extreme Programming Practices
3. Metaphor
Come up with metaphor that describes how the whole project will
fit together
The picture in a jigsaw puzzle
Provides framework for discussing project in team
Tools and materials often provide good metaphors
4. Small Releases
Time between releases drastically reduced
A few weeks/months
Multiple iterations
Can have intermediate iterations between bigger releases
Extreme Programming Practices
5. Testing
Test-first programming
Unit testing frequently by developers
Acceptance tests defined by customers
6. Simple Design
Principles discussed in earlier lectures
Design should be quick, not elaborate
Pick the simplest thing that could possibly work
Resist adding stuff not ready yet
Extreme Programming Practices
7. Refactoring
Code gets worse with feature adds, bug fixes
Rewrite small sections of code regularly
Rerun all unit tests to know nothing broken
Means you should have designed comprehensive tests
8. Pair Programming
Discussed later
9. Collective Ownership
Anyone can edit anything
Errors are the fault of the whole team
Extreme Programming Practices
10. Continuous Integration
Commit changes frequently (several times a day)
Verify against entire test suite!
11. Coding Standards
Enables effective teamwork
12. Sustainable Pace
No overtime
Only exceptions in final week
Good estimation skills for budgeting will help ensure reasonable
times
Time less likely to be wasted in pairs, bullpen rooms
Plan time each day for administrative work (<1 hour), breaks
SCRUM
Idea first appeared in a business journal in
1986 (applied to product development
management).
Used in software development and
presented in 1995 paper.
Term is based on rugby term
Small cross-functional teams
SCRUM Practices
Product and release backlog
A list of the features to be implemented in the
project (subdivided to next release), ordered by
priority
Can adjust over time as needed, based on
feedback
A product manager is responsible for
maintaining
SCRUM Practices
Burn-down chart
Make best estimate of time to complete what is
currently in the backlog
Plot the time on a chart
By studying chart, understand how team
functions
Ensure burndown to 0 at completion date
By adjusting whats in the backlog
By adjusting the completion date
SCRUM Practices
The sprint
The sprint is a ~1 month period after which some product is
delivered
Features are assigned from the product backlog to a sprint backlog
Features divided into smaller tasks for sprint backlog
Feature list is fixed for sprint
Planning meeting
Tasks can be assigned to team members
Team members have individual estimates of time taken per item
During sprint, work through features, and keep a burn-down chart
for the sprint
New functionality is produced by the end of the sprint
After sprint, a review meeting is held to evaluate the sprint
SCRUM Practices
Scrum meeting
15 minute daily meeting
All team members show up
Quickly mention what they did since last Scrum, any
obstacles encountered, and what they will do next
Some team member volunteers or is appointed to be the
Scrum Master - in charge of Scrum meeting, and
responsible for seeing that issues raised get addressed
Customers, management encouraged to observe
SCRUM Practices
24 hours
Sprint
Release Backlog
Backlog
Product
Backlog
Scrum
Meeting
Sprint
Plan
Begin
Sprint
30 days
Sprint
Retrospective
End
Sprint
New
Functionality
Other Agile Methods
Crystal
Feature-driven development (FDD)
Adaptive software development (ASD)
Dynamic System Development Method
(DSDM)
Drawbacks and Challenges of Agile
Methods
Undefined goals
Feature creep
Neverending project with overruns
Need clear, single, invested customer
All-or-nothing adoption of techniques
Some parts work only if lots of other aspects
used
Team size limited (smaller teams)
Resources Used
Agile methods: www.AgileAlliance.org
Agile methods (especially XP): Agile Software
Development, by Robert C. Martin, Prentice-Hall
2003.
SCRUM: www.controlchaos.org
XP: eXtreme Programming in Action Practical
Experiences from Real World Projects, by Martin
Lippert, Stefan Roock, Henning Wolf, John Wiley
and Sons, 2002.