1. The document discusses how to move past "wimpy" interpretations of agile that focus only on its benefits and not its responsibilities.
2. It argues that agile requires careful management of people, knowledge acquisition, decision-making processes, and team collaboration to be successful.
3. Highlighted agile principles include paying attention to individuals and interactions, continuous learning and knowledge sharing, cooperative teamwork, and adapting processes based on team and situation needs.
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Agile and software engineering in the 21st century
1. What Makes Agile Work:
The New Software Engineering
Getting Past Wimpy Agile
Dr. Alistair Cockburn
http://Alistair.Cockburn.us
息Alistair Cockburn 2010
2. 2
The Agile Manifesto invites wimpy-ness
" Individuals and interactions over processes & tools"
(Yayy!! I don't have to follow those stupid processes any more!)
" Working software over comprehensive documentation"
(W00t!! Dump the documentation! I LOVE this agile stuff!)
" Customer collaboration over contract negotiations"
(I'm done when I'm done and I never have to say when!)
" Responding to change over following a plan"
(No plans! No project managers! No architects! )
Where do I sign up?
息Alistair Cockburn 2010
3. 3
People ...
Co
Cr So
ea
mm
Ex lv
ng
tin in
pr g g
un
ti
in es a a
en
a sin so pr
ic a lan g ob
Inv
lu le
ti n gu id tio m
Deciding g a g ea n
e s
they dont understand
which keeps changing
To an interpreter unforgiving of error
Making decisions
every decision has economic consequences
and resources are limited.
息Alistair Cockburn 2010
4. 4
Craft
Flow Management
Cooperative Game
Self-Awareness (Personalities)
Knowledge Acquisition
origami courtesy of Gery Derbier
息Alistair Cockburn 2010
8. 8
People learn skills in 3 stages
Shu: Learn a technique
Ha: Collect techniques
Ri: Invent / blend techniques
息Alistair Cockburn 2010
9. 9
Craft teaches us to pay attention to our skills
and to the medium
Major crafts:
1 Deciding what to build
2 Managing (people and projects)
3 Modeling
4 Designing the external view
5 Large-scale design (architecting)
6 Fine-scale design (programming)
7 Validating the work
息Alistair Cockburn 2010
12. 12
Games have positions, moves, strategies
Career Management
Infinite Organization Survival Product Line Management
Open-ended King-of-the-hill Jazz music
wrestling IT Systems
Poker
Finite Rock-Climbing
goal-directed Tennis Theater
Business
Exploration
Chess Journalism
Software
Development
Competitive Cooperative
息Alistair Cockburn 2010
13. 13
Three moves:
Co
mm
g
tin
un
en
ic a
Inv
t in
Deciding
g
Two conflicting subgoals:
Deliver this system
Set up for the next game
The situations (almost) never repeat!
息Alistair Cockburn 2010
14. 14
Adapt to your situation
Project Classification Scale:
Criticality
Life
L6 L20 L40 L100
X
Essential X
moneys E6 E20 E40 E100
X
Discretionary
X
moneys
D6 X D20 D40 D100
Comfort
C6 C20 C40 C100
1-6 - 20 - 40 - 100
Num of people coordinated
ber
息Alistair Cockburn 2010
15. 15
Face-to-face is the most effective - Try Video
2 people at
Communication Effectiveness
whiteboard
2 people
on phone
w er)
ns
Videotape -A
-a nd
(Courtesy of Thoughtworks, inc.) ti on
2 people u es
(Q
on chat
r)
n- Answe
Paper estio
(No Qu
Richness of communication channel
息Alistair Cockburn 2010
16. 16
People issues determine a projects speed
Can they easily detect something needs attention?
(Good at Looking Around)
Will they care enough to do something about it?
(Pride-in-work; Amicability)
Can they effectively pass along the information?
(Proximity; face-to-face)
息Alistair Cockburn 2010
18. 18
Design = manufacturing if Inventory = Decisions!
I wish theyd decide
what style
they want! I wish theyd decide
on the UI design
A decision already!
UI
Designers Every
line of code
Users &
Programmers is a decision
Sponsors I wish theyd
decide what
functions they
want! I wish theyd think a
bit more carefully
before coding!
Business
Analysts
Testers
息Alistair Cockburn 2010
19. 19
Reduce decisions in motion & balance the flow
Convert jams to continuous flow.
UI
Designers
Users & Testers
Sponsors Programmers
Business
Analysts
息Alistair Cockburn 2010
21. 21
Big-Bang Design is a late-learning strategy
Growth of knowledge with
big-bang integration
cost
Knowledge comes at
the moment of truth:
final integration.
Delivers nearly
no knowledge
(or risk reduction)
time
息Alistair Cockburn 2010
22. 22
We can pay to learn early in the project
Growth of knowledge with
early, continuous integration
Delivers knowledge Development sequence cost
indifferent (with respect
(risk reduction) to knowledge)
Applies to both
business ("lean startups")
& technical design
time
息Alistair Cockburn 2010
23. 23
Develop for business value once risks are down
Knowledge growing Business value growing
(risk reduction)
cost
Reduce risks:
- Business
- Social
- Technical
- Cost / Schedule
time
息Alistair Cockburn 2010
24. 24
Payoff = Trim-the-Tail: Deliver by value or date
Trim to deliver Delay to get more
on-time (or early) or better
息Alistair Cockburn 2010
25. 25
Designing in Teams Craft
Professions
skills in a medium
Cooperative Game
communication Flow Management
teamwork unvalidated decisions
strategies = inventory,
lean processes
Self-Awareness (Personalities)
Knowledge Acquisition the people, strategies, techniques
pay-to-learn actually used
trim-the-tail
origami courtesy of Gery Derbier
息Alistair Cockburn 2010