
Learning Agile
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Content
- Cover
- Copyright
- Table of Contents
- Foreword
- Preface
- Acknowledgments
- Safari® Books Online
- How to Contact Us
- Chapter 1. Learning Agile
- What Is Agile?
- Who Should Read This Book
- Our Goals for This Book
- Getting Agile into Your Brain by Any Means Necessary
- How This Book Is Structured
- Chapter 2. Understanding Agile Values
- A Team Lead, Architect, and Project Manager Walk into a Bar...
- No Silver Bullet
- Agile to the Rescue! (Right?)
- Adding Agile Makes a Difference
- "Better-Than-Not-Doing-It" Results
- A Fractured Perspective
- How a Fractured Perspective Causes Project Problems
- Why Does a Fractured Perspective Lead to Just Better-Than-Not-Doing-It Results?
- The Agile Manifesto Helps Teams See the Purpose Behind Each Practice
- Individuals and Interactions Over Processes and Tools
- Working Software Over Comprehensive Documentation
- Customer Collaboration Over Contract Negotiation
- Responding to Change Over Following a Plan
- Principles Over Practices
- Understanding the Elephant
- Methodologies Help You Get It All in Place at Once
- Where to Start with a New Methodology
- Chapter 3. The Agile Principles
- The 12 Principles of Agile Software
- The Customer Is Always Right...Right?
- "Do As I Say, Not As I Said"
- Delivering the Project
- Principle #1: Our Highest Priority Is to Satisfy the Customer Through Early and Continuous Delivery of Valuable Software.
- Principle #2: Welcome Changing Requirements, Even Late In Development. Agile Processes Harness Change for the Customer's Competitive Advantage.
- Principle #3: Deliver Working Software Frequently, from a Couple of Weeks to a Couple of Months, with a Preference to the Shorter Timescale.
- Better Project Delivery for the Ebook Reader Project
- Communicating and Working Together
- Principle #4: The Most Efficient and Effective Method of Conveying Information To and Within a Development Team Is Face-To-Face Conversation.
- Principle #5: Businesspeople and Developers Must Work Together Daily Throughout the Project.
- Principle #6: Build Projects Around Motivated Individuals. Give Them the Environment and Support They Need, and Trust Them to Get the Job Done.
- Better Communication for the Ebook Reader Project
- Project Execution-Moving the Project Along
- Principle #7: Working Software Is the Primary Measure of Progress.
- Principle #8: Agile Processes Promote Sustainable Development. The Sponsors, Developers, and Users Should Be Able to Maintain a Constant Pace Indefinitely.
- Principle #9: Continuous Attention to Technical Excellence and Good Design Enhances Agility.
- A Better Working Environment for the Ebook Reader Project Team
- Constantly Improving the Project and the Team
- Principle #10: Simplicity-the Art of Maximizing the Amount of Work Not Done-Is Essential.
- Principle #11: The Best Architectures, Requirements, and Designs Emerge from Self-Organizing Teams.
- Principle #12: At Regular Intervals, the Team Reflects on How to Become More Effective, Then Tunes and Adjusts Its Behavior Accordingly.
- The Agile Project: Bringing All the Principles Together
- Chapter 4. Scrum and Self-Organizing Teams
- The Rules of Scrum
- Act I: I Can Haz Scrum?
- Everyone on a Scrum Team Owns the Project
- The Scrum Master Guides the Team's Decisions
- The Product Owner Helps the Team Understand the Value of the Software
- Everyone Owns the Project
- Scrum Has Its Own Set of Values
- Act II: Status Updates Are for Social Networks!
- The Whole Team Uses the Daily Scrum
- Feedback and the Visibility-Inspection-Adaptation Cycle
- The Last Responsible Moment
- How to Hold an Effective Daily Scrum
- Act III: Sprinting into a Wall
- Sprints, Planning, and Retrospectives
- Iterative or Incremental?
- The Product Owner Makes or Breaks the Sprint
- Visibility and Value
- How to Plan and Run an Effective Scrum Sprint
- Act IV: Dog Catches Car
- Chapter 5. Scrum Planning and Collective Commitment
- Act V: Not Quite Expecting the Unexpected
- User Stories, Velocity, and Generally Accepted Scrum Practices
- Make Your Software Useful
- User Stories Help Build Features Your Users Will Use
- Conditions of Satisfaction
- Story Points and Velocity
- Burndown Charts
- Planning and Running a Sprint Using Stories, Points, Tasks, and a Task Board
- Generally Accepted Scrum Practices
- Act VI: Victory Lap
- Scrum Values Revisited
- Practices Do Work Without the Values (Just Don't Call It Scrum)
- Is Your Company's Culture Compatible with Scrum Values?
- Chapter 6. XP and Embracing Change
- Act I: Going into Overtime
- The Primary Practices of XP
- Programming Practices
- Integration Practices
- Planning Practices
- Team Practices
- Why Teams Resist Changes, and How the Practices Help
- Act II: The Game Plan Changed, but We're Still Losing
- The XP Values Help the Team Change Their Mindset
- XP Helps Developers Learn to Work with Users
- Practices Only "Stick" When the Team Truly Believes in Them
- An Effective Mindset Starts with the XP Values
- The XP Values
- Paved with Good Intentions
- Act III: The Momentum Shifts
- Understanding the XP Principles Helps You Embrace Change
- The Principles of XP
- XP Principles Help You Understand Planning
- XP Principles Help You Understand Practices-and Vice Versa
- Feedback Loops
- Chapter 7. XP, Simplicity, and Incremental Design
- Act IV: Going into Overtime, Part 2: Second Overtime
- Code and Design
- Code Smells and Antipatterns (or, How to Tell If You're Being Too Clever)
- XP Teams Look for Code Smells and Fix Them
- Hooks, Edge Cases, and Code That Does Too Much
- Code Smells Increase Complexity
- Make Code and Design Decisions at the Last Responsible Moment
- Fix Technical Debt by Refactoring Mercilessly
- Use Continuous Integration to Find Design Problems
- Avoid Monolithic Design
- Incremental Design and the Holistic XP Practices
- Teams Work Best When They Feel Like They Have Time to Think
- Team Members Trust Each Other and Make Decisions Together
- The XP Design, Planning, Team, and Holistic Practices Form an Ecosystem That Spurs Innovation
- Incremental Design Versus Designing for Reuse
- When Units Interact in a Simple Way, the System Can Grow Incrementally
- Great Design Emerges from Simple Interactions
- Act V: Final Score
- Chapter 8. Lean, Eliminating Waste, and Seeing the Whole
- Lean Thinking
- You Already Understand Many of These Values
- Commitment, Options Thinking, and Set-Based Development
- Act I: Just One More Thing...
- Creating Heroes and Magical Thinking
- Eliminate Waste
- Use a Value Stream Map to Help See Waste Clearly
- Gain a Deeper Understanding of the Product
- See the Whole
- Find the Root Cause of Problems That You Discover
- Deliver As Fast As Possible
- Use an Area Chart to Visualize Work in Progress
- Control Bottlenecks by Limiting Work in Progress
- Pull Systems Help Teams Eliminate Constraints
- Chapter 9. Kanban, Flow, and Constantly Improving
- Act II: Playing Catch-Up
- The Principles of Kanban
- Find a Starting Point and Evolve Experimentally from There
- Stories Go into the System
- Code Comes Out
- Improving Your Process with Kanban
- Visualize the Workflow
- Limit Work in Progress
- Measure and Manage Flow
- Use CFDs and WIP Area Charts to Measure and Manage Flow
- Little's Law Lets You Control the Flow Through a System
- Managing Flow with WIP Limits Naturally Creates Slack
- Make Process Policies Explicit So Everyone Is on the Same Page
- Emergent Behavior with Kanban
- Chapter 10. The Agile Coach
- Act III: Just One More Thing (Again?!)...
- Coaches Understand Why People Don't Always Want to Change
- Coaches Listen for Warning Signs That the Team Is Having Trouble with a Change
- Coaches Understand How People Learn
- Use Shuhari to Help a Team Learn the Values of a Methodology
- Coaches Understand What Makes a Methodology Work
- The Principles of Coaching
- Index
- About the Authors
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