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Agile in a nutshell

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This is a presentation I put together for a conference in 2011. It gives a fast, high level view of where Agile Software Development came from, its core values and principles, and its core practices. It is structured as 7 PechaKucha decks in a row, with short breaks in between, which requires high energy, intensity, and a sense of humor. :)

Publié dans : Technologie
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  • @DocList true. That was not my purpose. you do have them in slide 64 and 65... ;-)
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  • @YvesHanoulle Diana and Esther were not at the creation of the Agile Manifesto in 2001, so it would not be appropriate to add them to slide 25.
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  • It would be nice if you can adjust the deck one time...
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  • Actually, Yves, I do have images of Diana and Esther, they just didn't make it into this deck.
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Agile in a nutshell

  1. Agile in a Nutshell Steven “Doc” List
  2. Agile in a Nutshell Steven “Doc” List
  3. What’s coming?Seven sections, Pecha Kucha / Ignite style 20 slides, 15 seconds each = 5:00 7 * 5:00 (300) = 2100 seconds = 35:00 Plus short breaks (I’ve GOT to breathe!) Q&A (or get a break)
  4. What’s coming?Seven sections, Pecha Kucha / Ignite style 20 slides, 15 seconds each = 5:00 7 * 5:00 (300) = 2100 seconds = 35:00 Plus short breaks (I’ve GOT to breathe!) Q&A (or get a break)
  5. The Seven Sections
  6. The Seven Sections Memorize this because there WILL be a test!1.History 5.Roles & People2.Principles 6.Practices3.Players 7.User Stories and more4.Lifecycle
  7. Fasten your seatbelts!
  8. 1. History
  9. 1: ll? fa er What is atw
  10. w at What is er fa l? l Dr. Winston Royce, 19701:
  11. Project Plans 1:
  12. BDUFBig Design Up Front 1:
  13. Silos 1:
  14. Isolation 1:
  15. ReRe ac vo ti lu on tio , n 1:
  16. ReRe ac vo ti lu on tio , n 1:
  17. Lightweight 1:
  18. Lightweight 1:
  19. Collab oration 1:
  20. Transparency 1:
  21. Time toValue 1:
  22. Schools of Thought 1:
  23. Scrum 1:
  24. ExtremeProgramming (XP) 1:
  25. Snowbird Feb 2001 1:
  26. 1:
  27. 1:
  28. 1:
  29. 1:
  30. 1:
  31. Is this enough? 1:
  32. Breathe! Take a drink of water.
  33. 2. Principles
  34. 2:
  35. Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. 2:
  36. Welcome changingrequirements, even late in development. Agileprocesses harness change for the customers competitive advantage. 2:
  37. Responding to Change over Following a PlanWelcome changing requirements, even late in development. Agileprocesses harness change for thecustomers competitive advantage. 2:
  38. Deliver working softwarefrequently, from a couple of weeks to a couple ofmonths, with a preferenceto the shorter timescale. 2:
  39. Working Software overComprehensive DocumentationDeliver working software frequently, from a couple ofweeks to a couple of months, with a preference to the shorter timescale. 2:
  40. Iterative DevelopmentDeliver working software frequently, from a couple ofweeks to a couple of months, with a preference to the shorter timescale. 2:
  41. Business people and developers must worktogether daily throughout the project. 2:
  42. Build projects aroundmotivated individuals. Givethem the environment and support they need, and trust them to get the job done. 2:
  43. Individuals and Interactions over Processes and ToolsBuild projects around motivated individuals. Give themthe environment and support they need, and trust them to get the job done. 2:
  44. The most efficient and effective method ofconveying information toand within a development team is face-to-face conversation. 2:
  45. Co-location Daily Stand-Up Retrospectives The most efficient and effective method of conveyinginformation to and within a development team is face-to- face conversation. 2:
  46. Working software primaryWorking software is theis theprimary measure of progress. measure of progress. 2:
  47. Working software is theprimary measure of progress. 2:
  48. Agile processes promotesustainable development. The sponsors, developers, and users should be able tomaintain a constant pace indefinitely. 2:
  49. Agile processes promotesustainable development. The sponsors, developers, and users ab le in ta e should be able to Sus ac Pmaintain a constant pace indefinitely. 2:
  50. Simple DesignContinuous attention totechnical excellence andgood design enhances agility. 2:
  51. Simplicity--the art of maximizing the amount ofwork not done--is essential. Simple Design 2:
  52. The best architectures,requirements, and designsemerge from self-organizing teams. 2:
  53. Emergent Design,Evolutionary Architecture The best architectures,requirements, and designsemerge from self-organizing teams. 2:
  54. At regular intervals, the teamreflects on how to become moreeffective, then tunes and adjusts its behavior accordingly. 2:
  55. At regular intervals, the teamreflects on how to become moreeffective, then tunes and adjusts its behavior accordingly. Retrospectives 2:
  56. Breathe! Take a drink of water.
  57. 3. Players
  58. Ken Schwaber Scrum 3: Players
  59. Ken Schwaber Scrum Jeff Sutherland 3: Players
  60. Kent Beck ExtremeProgramming 3: Players
  61. Kent Beck ExtremeProgramming Ron Jeffries 3: Players
  62. Kent Beck Ron Jeffries ExtremeProgramming Ward Cunningham 3: Players
  63. Kent Beck Ron Jeffries Extreme Programming Martin FowlerWard Cunningham 3: Players
  64. Agile Alliance “AgileRetrospectives” Diana Larsen 3: Players
  65. Agile Alliance “AgileRetrospectives” Esther Derby Diana Larsen 3: Players
  66. Alistair Cockburn Crystal Methodology“Agile Software Development” 3: Players
  67. Robert C. “Uncle Bob” Martin Software Craftsmanship “Clean Code” 3: Players
  68. James Grenning Planning Poker 3: Players
  69. James Grenning Planning Poker 3: Players
  70. Elisabeth Hendrickson Test Obsessed 3: Players
  71. Adaptive Leadership “Agile Project Management” Jim Highsmith 3: Players
  72. Lisa Crispin Agile Testing “Agile Testing” 3: Players
  73. Mary PoppendieckLean Software Development“Lean Software Development” 3: Players
  74. Take a breath.
  75. 4. Lifecycle Design & Operations /Inception Iteration 0 Build BAU
  76. Let’s talk about the iterative model 4:
  77. Let’s talk about the iterative model Lather, Rinse, Repeat 4:
  78. Design & OperationsInception Iteration 0 Build / BAU 4:
  79. Inceptio Design & Operation Iteration 0 n Build s / BAU Begin at the beginning 4:
  80. Inceptio Design & Operation Iteration 0 n Build s / BAU Who What Why Value 4:
  81. Inceptio Design & Operation Iteration 0 n Build s / BAU Workshops User Story (Epic) Writing Team Norms Plan Release 1 Plan Iteration 1 4:
  82. Iteration Design & OperationInception 0 Build s / BAU Laying the foundation 4:
  83. Iteration Design & OperationInception 0 Build s / BAU Software Hardware Furniture Network Infrastructure 4:
  84. Design & OperationInception Iteration 0 Build s / BAU Iterate...ate...ate 4:
  85. Design & OperationInception Iteration 0 Build s / BAU P r o j e c t 4:
  86. Design & OperationInception Iteration 0 Build s / BAU P r o j e c tRelease Release Release 4:
  87. Design & OperationInception Iteration 0 Build s / BAU P r o j e c tRelease Release Release Features Features Features MVPs MVPs MVPs Other Other Other 4:
  88. Design & OperationInception Iteration 0 Build s / BAU Release 4:
  89. Design & Operation Inception Iteration 0 Build s / BAU Release RetrospectivePlan Iterations 4:
  90. Design & Operation Inception Iteration 0 Build s / BAU IterationPlan 4:
  91. Design & Operation Inception Iteration 0 Build s / BAU Iteration Analyze Retrospective Showcase DesignPlan Code Test Deploy 4:
  92. Design & Operation Inception Iteration 0 Build s / BAU PlanningRelative 4:
  93. Design & Operation Inception Iteration 0 Build s / BAU PlanningRelative Collaborative 4:
  94. Design & Operation Inception Iteration 0 Build s / BAU PlanningRelative Collaborative Iterative 4:
  95. Design & Operation Inception Iteration 0 Build s / BAU PlanningInnovation Games Planning Poker Vertical Slice Story Mapping 4:
  96. Design & Operation Inception Iteration 0 Build s / BAU PlanningInnovation Games Planning Poker Vertical Slice Story Mapping 4:
  97. Design & Operation Inception Iteration 0 Build s / BAU PlanningInnovation Games Luke Hohmann 4:
  98. Design & Operation Inception Iteration 0 Build s / BAU PlanningInnovation Games Planning Poker James Grenning 4:
  99. Design & Operation Inception Iteration 0 Build s / BAU PlanningInnovation Games Planning Poker Story Mapping Jeff Patton 4:
  100. Take a sip of water.
  101. 5. Roles & People
  102. Product Owner /Product Manager 5: Roles &
  103. Product Owner /Product Manager 5: Roles &
  104. Project Manager 5: Roles &
  105. Project Manager 5: Roles &
  106. Iteration Manager / ScrumMaster 5: Roles &
  107. Iteration Manager / ScrumMaster 5: Roles &
  108. Business Analyst 5: Roles &
  109. User Experience Analyst / Designer 5: Roles &
  110. Developer 5: Roles &
  111. Developer 5: Roles &
  112. Architect / Technical Lead 5: Roles &
  113. Tester / Quality Analyst 5: Roles &
  114. QA / Test Lead 5: Roles &
  115. BA Lead 5: Roles &
  116. Scaling Projects 5: Roles &
  117. Scaling Projects 5: Roles &
  118. Scrum of Scrums 5: Roles &
  119. Huddles 5: Roles &
  120. Inclusivity 5: Roles &
  121. Shared... Responsibility,Accountability, Success 5: Roles &
  122. Shared... Responsibility,Accountability, Success 5: Roles &
  123. Shared... Responsibility,Accountability, Success 5: Roles &
  124. Shared... Responsibility,Accountability, Success 5: Roles &
  125. Trust 5: Roles &
  126. Trust 5: Roles &
  127. Courage 5: Roles &
  128. Drink, Breathe, Pause
  129. 6. Practices
  130. Co-location 6: Practices
  131. Co-location 6: Practices
  132. Pairing 6: Practices
  133. Showcase / Demo 6: Practices
  134. Showcase / Demo 6: Practices
  135. Refactoring 6: Practices
  136. Card Wall 6: Practices
  137. Ready In Test Done Card Wall 6: Practices
  138. Daily Stand-Up 6: Practices
  139. Daily Stand-Up 6: Practices
  140. Retrospective 6: Practices
  141. Retrospective 6: Practices
  142. Big Visible Charts 6: Practices
  143. As a... I need... So that...User Story 6: Practices
  144. I will know this is complete when...Acceptance Criteria Given... When... Then... 6: Practices
  145. Test-First 6: Practices
  146. TDD 6: Practices
  147. BDD 6: Practices
  148. FDD 6: Practices
  149. DDD Eva ns E ric 6: Practices
  150. DDDD 6: Practices
  151. ATDD 6: Practices
  152. Collaborative Estimation 6: Practices
  153. Collaborative Planning 6: Practices
  154. Iterations / Flow 6: Practices
  155. Drink, Breathe, Pause
  156. Drink, Breathe, Pause
  157. 7: User Stories
  158. Co-location 7: User Stories
  159. Co-location 7: User Stories
  160. The User Story Template Role: As a... Goal: I want/need... Value: So that... 7: User Stories
  161. Role: As a... 7: User Stories
  162. Goal: I want/need... 7: User Stories
  163. Value: So that... 7: User Stories
  164. Acceptance CriteriaHigh Level: I will know this is complete when...Detailed... 7: User Stories
  165. Given...When...Then... Given: The context and setup 7: User Stories
  166. Given...When...Then... When: The action 7: User Stories
  167. Given...When...Then... Then: Expected results 7: User Stories
  168. Hierarchy of DetailThemes: Planning 7: User Stories
  169. Hierarchy of DetailEpics: BIG Stories 7: User Stories
  170. Hierarchy of DetailStories: INVEST and the Three C’s 7: User Stories
  171. INVESTI: Independent 7: User Stories
  172. INVESTN: Negotiable 7: User Stories
  173. INVESTV: Valuable 7: User Stories
  174. INVESTE: Estimable 7: User Stories
  175. INVESTS: Small 7: User Stories
  176. INVESTT: Testable 7: User Stories
  177. The Three C’s CardConversationConfirmation 7: User Stories
  178. So much more! Planning Releases & Iterations Big Visible ChartsInformation Radiators ... 7: User Stories
  179. I’m done!
  180. I’m done!
  181. Steven “Doc” List Agile CoachDoc@AnotherThought.com www.StevenList.com

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