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Agile Requirements Methods

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Title: Agile Requirements Methods


1
Agile Requirements Methods
  • CSSE 371 Software Requirements and Specification
  • Mark Ardis, Rose-Hulman Institute
  • October 26, 2004

2
Outline
  1. Origin of Agile Methods
  2. Extreme Programming
  3. How could this work?

3
I. Origin of Agile Methods
4
Cartoon of the Day
5
Spectrum of Methods
Source "Get ready for agile methods, with care"
by Barry Boehm, IEEE Computer, January 2002.
6
Boehm's Risk Exposure Profile
Black curve Inadequate plans Red curve
Market share erosion
Source "Get ready for agile methods, with care"
by Barry Boehm, IEEE Computer, January 2002.
7
Safety-Critical Profile
Black curve Inadequate plans Red curve
Market share erosion
Source "Get ready for agile methods, with care"
by Barry Boehm, IEEE Computer, January 2002.
8
Agile Profile
Black curve Inadequate plans Red curve
Market share erosion
Source "Get ready for agile methods, with care"
by Barry Boehm, IEEE Computer, January 2002.
9
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.

10
II. Extreme Programming
11
Twelve Practices
  1. Pair programming
  2. Collective ownership
  3. Continuous integration
  4. 40-hour week
  5. On-site customer
  6. Coding standards
  1. The Planning Game
  2. Small releases
  3. Metaphor
  4. Simple design
  5. Testing
  6. Refactoring

12
1. The Planning Game
  • Business people decide
  • scope
  • priority
  • release dates
  • Technical people decide
  • estimates of effort
  • technical consequences
  • process
  • detailed scheduling

13
The Planning Game
  • Collect User Stories on cards
  • Stories are written by customers
  • Stories generate tests

14
Estimating
  • Be concrete
  • No imposed estimates
  • Feedback compare actuals to estimates
  • Re-estimate periodically

15
Scheduling
  • Each story gets an estimate of effort
  • Customers decide which stories are most important
  • Programmers calculate how long each release will
    take

16
2. Small Releases
  • Every release should be as small as possible
  • Every release has to completely implement its new
    features

17
Waterfall to XP Evolution
Source "Embracing change with extreme
programming" by Kent Beck,IEEE Computer, October
1999.
18
3. Metaphor
  • Each XP project has its own metaphor
  • naive
  • system is a spreadsheet
  • Metaphor replaces architecture as the view from
    10,000 feet
  • Metaphor replaces vision statement

19
5. Testing
  • Any feature without an automated test does not
    exist.
  • Programmers need confidence in correct operation
  • Customers need confidence in correct operation
  • Develop test first, before code

20
Tools for Testing
  • Test harnesses for various programming languages
  • Simplify job of creating and running the tests

21
9. Continuous Integration
  • Integrate and test every few hours, at least once
    per day
  • All tests must pass
  • Easy to tell who broke the code

22
11. On-Site Customer
  • Real customer will use the finished system
  • Programmers need to ask questions of a real
    customer
  • Customer can get some other work done while
    sitting with programmers

23
III. How could this work?
24
1. The Planning Game
  • You couldn't start with only a rough plan
  • Unless
  • customers did updating based on estimates of
    programmers
  • short releases (2) revealed any mistakes in plan
  • customer was sitting with programmers (11) to
    spot trouble

25
2. Small Releases
  • You couldn't release new versions so quickly
  • Unless
  • the Planning Game (1) helped work on the most
    valuable stories
  • you were integrating continuously (9)
  • testing (5) reduced defect rate

26
3. Metaphor
  • You couldn't start with just a metaphor
  • Unless
  • you got feedback on whether metaphor was working
  • your customer was comfortable talking about the
    system in terms of the metaphor
  • you refactored continually (6) to refine
    understanding

27
5. Testing
  • You couldn't write all those tests
  • Unless
  • the design was as simple as possible (4)
  • you were programming with a partner (7)
  • you felt good seeing all those tests running
  • your customer felt good seeing all those tests
    running

28
9. Continuous Integration
  • You couldn't integrate every few hours
  • Unless
  • you could run tests quickly (5)
  • you programmed in pairs (7)
  • you refactored (6)

29
11. On-Site Customer
  • You couldn't have a real customer sitting by the
    programmers full-time
  • Unless
  • they could produce value by writing functional
    tests
  • they could produce value by making small-scale
    priority and scope decisions
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