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Agile Methodology
Cindy Royal, Professor
Texas State University
cindyroyal.com @cindyroyal
Agile
“able to move quickly and easily”
Agile
“method of project management characterized by
the division of tasks into short phases of work and
frequent reassessment and adaptation of plans.”
Agile Manifesto
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.
From the Agile Manifesto - http://agilemanifesto.org/
Traditional Approach
 Waterfall development
 Complete one phase before the next
 No plan to revisit phases
Why Agile?
 Development is expensive and time-consuming.
 Building software is more like an art, requires creativity.
 Teams need to be empowered; collaboration is integral.
 Development often requires customers to be involved in the
process.
 Changing requirements
 No clear completion. Development goes on forever.
 Agile methodologies help create environments for these types
of characteristics to thrive.
Phrases Associated with Agile
 Rapid
 Adaptable
 Quality-Driven
 Cooperative
 Iterative
 It’s not a process. It’s a philosophy, a set of values.
 Small teams, spending short timeframes, building small things.
 Integrating regularly
 Different approaches. Scrum is a popular application of Agile.
12 Principles
 Customer satisfaction by rapid delivery of useful software
 Welcome changing requirements, even late in development
 Working software is delivered frequently (weeks rather than
months)
 Close, daily cooperation between business people and developers
 Projects are built around motivated individuals, who should be
trusted
 Face-to-face conversation is the best form of communication (co-
location)
12 Principles
 Working software is the principal measure of progress
 Sustainable development, able to maintain a constant pace
 Continuous attention to technical excellence and good design
 Simplicity—the art of maximizing the amount of work not
done—is essential
 Self-organizing teams
 Regular adaptation to changing circumstances
Terminology
 Sprint – an interaction. The sprint starts with a sprint planning meeting. At the
end of the sprint there is a sprint review meeting, followed by a sprint
retrospective meeting. Product is designed, coded and tested during the sprint.
 Scrum meetings: daily, short, productive. Stand up.
 Backlog: List of features; there is a product backlog and a sprint backlog
 User Stories: how to describe features
 Estimates
 Ranked and Weighted List; Roadmap
 Prototype
 Shippable Product Increments
Design Thinking
Lean Startup
Agile Resources
 The J-School Scrum: Bringing Agile Development Into the Classroom, PBSMediaShift,
2014 - http://www.pbs.org/mediashift/2014/01/the-j-school-scrum-bringing-agile-
development-into-the-classroom/
 The Agile Classroom by Sarah Dillard, 2012 -
http://sarahdillard.wordpress.com/2012/10/01/the-agile-classroom/
 Managed Chaos: How I Use Agile in the Classroom -
http://www.jacobsingh.name/content/managed-chaos-how-i-use-agile-and-scrum-
classroom
 The Lean Startup - http://theleanstartup.com/
 The Stanford d.School - http://dschool.stanford.edu/dgift/
 The Art of Agile Development (book) - http://www.amazon.com/The-Agile-Development-
James-Shore/dp/0596527675
 Agile Software Development Guide - http://martinfowler.com/agile.html
 Introduction to Scrum - http://scrumtrainingseries.com/Intro_to_Scrum/Intro_to_Scrum.htm

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Using Agile in the Classroom

  • 1. Agile Methodology Cindy Royal, Professor Texas State University cindyroyal.com @cindyroyal
  • 2. Agile “able to move quickly and easily”
  • 3. Agile “method of project management characterized by the division of tasks into short phases of work and frequent reassessment and adaptation of plans.”
  • 4. Agile Manifesto 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. From the Agile Manifesto - http://agilemanifesto.org/
  • 5. Traditional Approach  Waterfall development  Complete one phase before the next  No plan to revisit phases
  • 6. Why Agile?  Development is expensive and time-consuming.  Building software is more like an art, requires creativity.  Teams need to be empowered; collaboration is integral.  Development often requires customers to be involved in the process.  Changing requirements  No clear completion. Development goes on forever.  Agile methodologies help create environments for these types of characteristics to thrive.
  • 7. Phrases Associated with Agile  Rapid  Adaptable  Quality-Driven  Cooperative  Iterative  It’s not a process. It’s a philosophy, a set of values.  Small teams, spending short timeframes, building small things.  Integrating regularly  Different approaches. Scrum is a popular application of Agile.
  • 8. 12 Principles  Customer satisfaction by rapid delivery of useful software  Welcome changing requirements, even late in development  Working software is delivered frequently (weeks rather than months)  Close, daily cooperation between business people and developers  Projects are built around motivated individuals, who should be trusted  Face-to-face conversation is the best form of communication (co- location)
  • 9. 12 Principles  Working software is the principal measure of progress  Sustainable development, able to maintain a constant pace  Continuous attention to technical excellence and good design  Simplicity—the art of maximizing the amount of work not done—is essential  Self-organizing teams  Regular adaptation to changing circumstances
  • 10. Terminology  Sprint – an interaction. The sprint starts with a sprint planning meeting. At the end of the sprint there is a sprint review meeting, followed by a sprint retrospective meeting. Product is designed, coded and tested during the sprint.  Scrum meetings: daily, short, productive. Stand up.  Backlog: List of features; there is a product backlog and a sprint backlog  User Stories: how to describe features  Estimates  Ranked and Weighted List; Roadmap  Prototype  Shippable Product Increments
  • 13. Agile Resources  The J-School Scrum: Bringing Agile Development Into the Classroom, PBSMediaShift, 2014 - http://www.pbs.org/mediashift/2014/01/the-j-school-scrum-bringing-agile- development-into-the-classroom/  The Agile Classroom by Sarah Dillard, 2012 - http://sarahdillard.wordpress.com/2012/10/01/the-agile-classroom/  Managed Chaos: How I Use Agile in the Classroom - http://www.jacobsingh.name/content/managed-chaos-how-i-use-agile-and-scrum- classroom  The Lean Startup - http://theleanstartup.com/  The Stanford d.School - http://dschool.stanford.edu/dgift/  The Art of Agile Development (book) - http://www.amazon.com/The-Agile-Development- James-Shore/dp/0596527675  Agile Software Development Guide - http://martinfowler.com/agile.html  Introduction to Scrum - http://scrumtrainingseries.com/Intro_to_Scrum/Intro_to_Scrum.htm

Notes de l'éditeur

  1. What if? Requirements change Development takes too long Testing - skipped
  2. Sprint Planning Meeting Reviews project backlog Negotiate which items committed to spring Break into tasks Scrum meeting Stand up; what did I do, what do I have left to do, what’s standing in my way Sprint Review Present results of sprint Usually in form of a demo Informal No slides Retrospective What worked, what didn’t? What learned? Feedback Team takes ownership of their process
  3. Combining empathy, creativity and rationality in solving problems. Methods for defining, ideating and execution – to create something quickly and be able to test with users. Building up of ideas with few or no limits. Tools and techniques. Wicked problems – problems and/or solutions are not well defined. Super wicked problems – time running out, no central authority, those seeking to solve the problem are causing it, policies discount the future rational solution.
  4. Validated learning Build Measure Learn Eric Reis