Sit together Communication Humanity Exploration Whole team Simplicity Economics Planning Information Feedback Mutual benefit Iterations workspace Courage Self-Similarity Release Energised work Respect Improvement Productionising Pair programming Diversity Maintenance Stories Reflection Death Weekly cycle Flow Quarterly cycle Opportunity Slack Redundancy Ten-minute build Failure Continuous Quality integration Baby steps Test-first Accept responsibility programming Incremental design Beck, K. and C. Andres (2004). Extreme Programming Explained (2nd Edition), Addison-Wesley Professional. Scrum by Ken Schwaber and Jeff Sutherland (Schwaber et al. 2001) Practices Values Process Phases 30 day iteration Daily scrum meetings Commitment Pre-game (Sprint) Sprint review Focus Development Sprint planning The scrum master Openness Post-game meeting Product backlog Respect Self organising Courage teams Schwaber, K. and M. Beedle (2001). Agile Software Development with Scrum, Prentice Hall PTR. Crystal Clear by Alistair Cockburn (Cockburn 2005) Properties Strategies Techniques Frequent delivery Exploratory 360° Methodology shaping Reflection improvement Early victory Reflection workshop Osmotic communication Walking skeleton Blitz planning Personal safety Incremental Delphi estimation using expertise Focus re-architecture ranking Information Daily stand-up meetings Easy access to expert users radiators Essential interaction design Technical environment with Automated tests, configuration Process miniature management and frequent Side-by-side programming integration Burn charts Cockburn, A. (2002). Agile software development, Addison-Wesley Longman Publishing Co., Inc. Cockburn, A. (2005). Crystal Clear A human -Powered methodology for Small Teams, Addison-Wesley. Adaptive Software Development (ASD) by Jim Highsmith (Highsmith 2000) Lifecycle Phases Lifecycle Characteristics Management
Sit together Whole team Information workspace Energised work Pair programming Stories Weekly cycle Quarterly cycle Slack Ten-minute build Continuous integration Test-first programming Incremental design Communication Simplicity Feedback Courage Respect Humanity Economics Mutual benefit Self-Similarity Improvement Diversity Reflection Flow Opportunity Redundancy Failure Quality Baby steps Accept responsibility Exploration Planning Iterations Release Productionising Maintenance Death Beck, K. and C. Andres (2004). Extreme Programming Explained (2nd Edition), Addison-Wesley Professional. Scrum by Ken Schwaber and Jeff Sutherland (Schwaber et al. 2001) Practices Values Process Phases 30 day iteration (Sprint) Sprint planning meeting Self organising teams Daily scrum meetings Sprint review The scrum master Product backlog Commitment Focus Openness Respect Courage Pre-game Development Post-game Schwaber, K. and M. Beedle (2001). Agile Software Development with Scrum, Prentice Hall PTR. Crystal Clear by Alistair Cockburn (Cockburn 2005) Properties Strategies Techniques Frequent delivery Reflection improvement Osmotic communication Personal safety Focus Easy access to expert users Technical environment with Automated tests, configuration management and frequent integration Exploratory 360° Early victory Walking skeleton Incremental re-architecture Information radiators Methodology shaping Reflection workshop Blitz planning Delphi estimation using expertise ranking Daily stand-up meetings Essential interaction design Process miniature Side-by-side programming Burn charts Cockburn, A. (2002). Agile software development, Addison-Wesley Longman Publishing Co., Inc. Cockburn, A. (2005). Crystal Clear A human -Powered methodology for Small Teams, Addison-Wesley. Adaptive Software Development (ASD) by Jim Highsmith (Highsmith 2000) Lifecycle Phases Lifecycle Characteristics Management
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