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Agile

This document provides an overview of Agile software engineering (SE) methods. It defines Agile as iterative development with small releases tested at each stage. The history and current prominent methods (Scrum, XP, Kanban) are described. The Agile manifesto's 12 principles emphasize rapid delivery, collaboration, and adaptation. Challenges of integrating user experience (UX) into Agile processes and tips to address these are discussed. The document concludes by noting potential problems if UX is not properly considered in iterative development.

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0% found this document useful (0 votes)
229 views

Agile

This document provides an overview of Agile software engineering (SE) methods. It defines Agile as iterative development with small releases tested at each stage. The history and current prominent methods (Scrum, XP, Kanban) are described. The Agile manifesto's 12 principles emphasize rapid delivery, collaboration, and adaptation. Challenges of integrating user experience (UX) into Agile processes and tips to address these are discussed. The document concludes by noting potential problems if UX is not properly considered in iterative development.

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You are on page 1/ 32

AGILE SE

QASEM ALBASHA, PSY-922

AGILE
What is Agile
History
Currently main stream
Agile manifesto 12 principles
Waterfall vs XP
Goals of Agile
Necessity
Example
Myths
Integrate UX inside Agile
Tips for UX practitioners
Problems

WHAT IS AGILE

Agile SE development methods describe the problem simply in terms of small, distinct pieces, then implement

these pieces in successive iterations.


Each piece is tested until it works and is then integrated into the rest. Next the whole is tested in what

Constantine calls regression testing until it all works. As a result, the next iteration always starts with something
that works.
Small releases are delivered to the customer after each short iteration, or development cycle

HISTORY
The Psychology of Computer Programming Gerald Weinberg, 1971
2.
The Mythical Man Month, Fred Brooks, 1986
3.
Scrum, Ken Schwaber, Mike Beedle, 1986
4.
PeopleWare, DeMarco & Lister, 1987
5.
Borlands Software Craftsmanship, 1994
6.
Dynamic Systems Development Methodology, 1994
7. Crystal Methodologies, Alistair Cockburn, 1997
8. Feature Driven Development, Jeff DeLuca, 1998
9. Adaptive Software Development, Jim Highsmith, 2000
10. Extreme Programming, Kent Beck, 2000 (origins in 1996)
1.

11. Kanban, David Anderson,2010

CURRENTLY THREE MAIN STREAM

Scrum
Extreme Programing (XP)
Kanban

AGILE MANIFESTO 12 PRINCIPLES

1/3

1. Customer satisfaction by rapid delivery of useful software


2. Welcome changing requirements, even late in development
3. Working software is delivered frequently

(weeks rather than months)


4. Working software is the principal measure of progress

AGILE MANIFESTO 12 PRINCIPLES

2/3

5. Sustainable development, able to maintain a constant pace


6. Close, daily co-operation between business people and

developers
7. Face-to-face conversation is the best form of communication
(co-location)
8. Projects are built around motivated individuals, who should
be trusted

AGILE MANIFESTO 12 PRINCIPLES

3/3

9. Continuous attention to technical excellence and good

design
10.Simplicity
11.Self-organizing teams
12.Regular adaptation to changing circumstances

WATERFALL DEVELOPMENT

(WATERFALL XP) SCOPE

HOW OFTEN ARE FEATURES USED?

GOALS FOR AGILE

Satisfy the customer by giving them early and continuous

deliverables that produce valuable and working software.

Recognize that changing requirements are the norm in any

software development effort.


Understand that time and budget constraints must be managed.
Informal communication is strongly preferred over formal
A main principle of agile SE methods is to avoid Big Design

UpFront (BDUF).

INCREMENTAL RELEASE INCREASES RETURN ON INVESTMENT

CUSTOMER STORY

SE SPRINT

NECESSITY:

SUPPORT THE TASKS THE USERS MUST PERFORM TO BE SUCCESSFUL

If software doesnt support necessary tasks, it simply cant be used


A feature or set of features that minimally support each required task

meets necessity guidelines


While planning a software release, features to support some tasks may not be
necessary if the user can easily use a tool they already have or some other
manual process to work around the absence of the feature in your software.

EXAMPLE: BANK WEBSITE

Monthly payment
Balance transfers from other credit cards
Adding new credit cards to an account holders account
Closing out an account
And the like

EXAMPLE: E-COMMERCE WEBSITE

E-cart
Customers feedback
Return or replace item
Track package
Recommendations

7 MYTHS OF AGILE DEVELOPMENT

1. Agile development is a methodology


2. Undisciplined
3. No planning
4. No documentation
5. No upfront design/architecture
6. Does not scale
7. Just another fad

DRAWBACKS OF AGILE SE METHODS FROM THE UX PERSPECTIVE


There is no definition or consideration of usability or user

experience
Users, user activities, and the user interface are not part of the mix
many customer representatives are not also users
has no room for ideation in design
there is a risk of piecemeal results
no shared vision of broader conceptual design

COMPARING AGILE AND UX PHILOSOPHIES.


Agile Philosophies

UX Philosophies

Asks "How can what we have now be improved


this iteration?"
You should work closely with your
stakeholders/customers to identify their exact
needs.
Details behind requirements can be identified
on a just-in-time (JIT) basis during development.
Detailed, up-front modeling is a risky endeavor
at best.
Interaction design has a role to play from the
beginning of a project, as a way to come up with
the metaphors for the project.

Asks "What is the ideal system?"


Defining the behavior of software-based
products and services is very difficult and it has
to be done from the point of view of
understanding and visualizing the behavior of
complex systems, not the construction of
complex systems.
All behavioral issues need to be addressed
before construction begins.

PROTOTYPES

INTEGRATING UX INTO PLANNING

PART 1 AGILE TIPS FOR UX PRACTITIONERS

1. Differentiate incremental release from iterative

development.
2. Align User Center Design (UCD) practice with business
goals.
3. Model in collaborative work sessions.
4. Heat up communication.
5. Radiate information.

PART 2 AGILE TIPS FOR UX PRACTITIONERS

6. Spread out research.


7. Understand models as tests, or validation for

subsequent decisions.
8. Align user goals with business goals.

9. Emphasize user goals and tasks not features.


10.Defer feature design.

PART 3 AGILE TIPS FOR UX PRACTITIONERS

11.Plan useful releases.


12.Scale features when planning product releases.
13.Validate usability before development.
14.Validate usability after development.

PART 4 AGILE TIPS FOR UX PRACTITIONERS

15.Use reflective process improvement.


16.Increase the frequency and timing of end user

involvement.
17.Avoid pipelining by working in the past, present, and
future.
18.Build a holistic process.

TO BE COMPATIBLE WITH
THE AGILE SE SIDE OF DEVELOPMENT, UX METHODS MUST:

be lightweight
emphasize team collaboration and require co-location
include effective customer and user representatives
adjust UX design and evaluation to be compatible with SE sprint-based
incremental releases by switching focus from top-down holistic design to

bottom-up

features design
include ways to control scope

PROBLEM

if you are talking only about functional software and not the

user interface, customers will love it.


multiple releases of the user interface, each with a changing

design, are not a good thing for users, who cannot be expected
to track the continuous changes.
Users should be able to do more, but not necessarily change

how they do things that are already delivered.

SOURCES
Hartson, R. and Pyla, P. (2012). The UX Book: Process and Guidelines for Ensuring a Quality User Experience
Agile 101

http://agile101.net/2009/09/08/the-difference-between-waterfall-iterative-waterfall-scrum-and-lean-in-pictures/
Kanban and Scrum - making the most of both

http://www.infoq.com/minibooks/kanban-scrum-minibook
Kanban kick-start example

http://www.limitedwipsociety.org/tag/kanban-board/
http://www.xprogramming.com/xpmag/whatisxp.htm
http://www.agilemanifesto.org/
http://www.poppendieck.com/
3 Lffler, Marc. 7 Agile Myths. The Agile Zone. 29 Jan, 2013. Web.

QUESTION

Just pick any project and try to break it down to at least

five features that works with Agile.

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