3. XP Planning
• User stories are created.
• Story points are given to the user stories.
• Important user stories are selected for a
release.
• The release is planned.
• A commitment is made on delivery date.
• Project velocity is determined. The end of the
project is predicted using the velocity.
4. XP Design
• Usage of CRC cards are encouraged.
• Spike solutions can be applied.
– Spike solution: a design prototype
• Refactoring is used.
• Simplicity is essential. Simple design is
applied.
5. XP Coding
• Unit tests should be coded.
• Pair programming is encouraged.
• Collective ownership is applied.
• Refactoring is used.
6. XP Testing
• Continuous integration is realized.
• Unit tests are executed frequently.
• Acceptance tests are done by customer.
7. XP Practices
• The Planning Game
• Small Releases
• System Metaphor
• Simple Design
• Refactoring
• Testing
• Pair Programming
• Collective Ownership
• Continuous Integration
• 40-hour week
• On-site-Customer
• Coding Standards
8. Values and Principles
• The philosophy of XP should be understood
clearly for the success of the project.
• Important values and principles are:
– Communication
– Simplicity
– Feedback
– Courage
– Quality work
9. Contributions of XP
• Adaptation
• Teamwork and collaboration
• Communication among all stakeholders,
especially between customers and developers
• A set of 12 practices
• Values and principles