Agile Methodologies
The various agile methodologies share much of the same philosophy, as well as many
of the same characteristics and practices (as we discuss separately on the site). But
from an implementation standpoint, each has its own recipe of practices, terminology, and
tactics. Here we have summarized a few of the main contenders these days:
Scrum is a lightweight management framework with broad applicability for managing and controlling
iterative and incremental projects of all types. Ken Schwaber, Mike Beedle, Jeff Sutherland and others
have contributed significantly to the evolution of Scrum over the last decade. Over the last couple of
years in particular, Scrum has garnered increasing popularity in the software community due to its
simplicity, proven productivity, and ability to act as a wrapper for various engineering practices
promoted by other agile methodologies. Ken Schwaber, has depicted the Scrum process in a diagram
on the Control Chaos website.
In Scrum, the "Product Owner" works closely with the team to identify and prioritize system
functionality in form of a "Product Backlog". The Product Backlog consists of features, bug
fixes, non-functional requirements, etc. - whatever needs to be done in order to successfully delivery
a working software system. With priorities driven by the Product Owner, cross-functional teams estimate
and sign-up to deliver "potentially shippable increments" of software during successive Sprints,
typically lasting 30 days. Once a Sprint's Product Backlog is committed, no additional functionality can be
added to the Sprint except by the team. Once a Sprint has been delivered, the Product Backlog is analyzed
and reprioritized, if necessary, and the next set of functionality is selected for the next Sprint.
Scrum has been proven to scale to multiple teams across very large organizations (800+ people).
XP, originally described by Kent Beck, has emerged as one of the most popular and controversial
agile methods. XP is a disciplined approach to delivering high-quality software quickly and continuously.
It promotes high customer involvement, rapid feedback loops, continuous testing, continuous planning,
and close teamwork to deliver working software at very frequent intervals, typically every 1-3 weeks.
The original XP recipe is based on four simple values – simplicity, communication, feedback, and
courage – and twelve supporting practices:
- Planning Game
- Small Releases
- Customer Acceptance Tests
- Simple Design
- Pair Programming
- Test-Driven Development
- Refactoring
- Continuous Integration
- Collective Code Ownership
- Coding Standards
- Metaphor
- Sustainable Pace
Don Wells has depicted the XP process in a popular
diagram. In XP, the “Customer” works very closely with the development team to
define and prioritize granular units of functionality referred to as "User Stories". The
development team estimates, plans, and delivers the highest priority user stories in the form of working,
tested software on an iteration by iteration basis. In order to maximize productivity, the practices
provide a supportive, lightweight framework to guide a team and ensure high-quality software.
The Crystal methodology is one of the most lightweight, adaptable approaches to software development.
Crystal is actually comprised of a family of methodologies (Crystal Clear, Crystal Yellow, Crystal Orange,
etc.) whose unique characteristics are driven by several factors such as team size, system criticality,
and project priorities. This Crystal family addresses the realization that each project may require a
slightly tailored set of policies, practices, and processes in order to meet the project’s unique
characteristics.
Several of the key tenets of Crystal include teamwork, communication, and
simplicity, as well as reflection to frequently adjust and improve the process. Like other agile
methodologies, Crystal promotes early, frequent delivery of working software, high user involvement,
adaptability, and the removal of and bureaucracy or distractions. Alistair Cockburn, the originator the
Crystal, has created the Crystal website
and has also recently released a new book “Crystal Clear: A Human-Powered Methodology for Small
Teams”.
DSDM, dating back to 1994, grew out of the need to provide an industry standard project delivery
framework for what was referred to as Rapid Application Development (RAD) at the time. While RAD was
extremely popular in the early 1990’s, the RAD approach to software delivery evolved in a fairly
unstructured manner. As a result, the DSDM Consortium was created
and convened in 1994 with the goal of devising and promoting a common industry framework for rapid
software delivery. Since 1994, the DSDM methodology has evolved and matured to provide a comprehensive
foundation for planning, managing, executing, and scaling agile and iterative software development projects.
DSDM is based on nine key principles that primarily revolve around business needs/value, active user
involvement, empowered teams, frequent delivery, integrated testing, and stakeholder collaboration. DSDM
specifically calls out “fitness for business purpose” as the primary criteria for delivery
and acceptance of a system, focusing on the useful 80% of the system that can be deployed in 20% of the
time.
Requirements are baselined at a high level early in the project. Rework is built into the process,
and all development changes must be reversible. Requirements are planned and delivered in short,
fixed-length time-boxes, also referred to as iterations, and requirements for DSDM projects are
prioritized using MoSCoW Rules:
M – Must have requirements
S – Should have if at all possible
C – Could have but not critical
W - Won’t have this time, but potentially later
All critical work must be completed in a DSDM project. It is also important that not every requirement
in a project or time-box is considered critical. Within each time-box, less critical items are included so
that if necessary, they can be removed to keep from impacting higher priority requirements on the schedule.
The DSDM project framework is independent of, and can be implemented in conjunction with, other iterative
methodologies such as Extreme Programming and the Rational Unified Process.
FDD was originally developed and articulated by Jeff De Luca, with contributions by M.A. Rajashima,
Lim Bak Wee, Paul Szego, Jon Kern and Stephen Palmer. The main FDD website is here.
The first incarnations of FDD occured as a result of collaboration between De Luca and OOD thought leader
Peter Coad. FDD is a model-driven, short-iteration process. It begins with establishing an overall model
shape. Then it continues with a series of two-week "design by feature, build by feature"
iterations. The features are small, "useful in the eyes of the client" results. FDD designs the
rest of the development process around feature delivery using the following eight practices:
- Domain Object Modeling
- Developing by Feature
- Component/Class Ownership
- Feature Teams
- Inspections
- Configuration Management
- Regular Builds
- Visibility of progress and results
FDD recommends specific programmer practices such as "Regular Builds" and
"Component/Class Ownership". FDD's proponents claim that it scales more straightforwardly than
other approaches, and is better suited to larger teams. Unlike other agile approaches, FDD describes
specific, very short phases of work which are to be accomplished separately per feature. These include Domain Walkthrough, Design, Design Inspection, Code, Code Inspection, and Promote to Build. The notion of "Domain Object Modeling" is increasingly interesting outside the FDD community, following the success of Eric Evans' book Domain-Driven Design. Lean Software Development is an iterative methodology originally developed by Mary and Tom Poppendieck, and the main on-line resource for it remains their site. Lean Software Development owes much of its principles and practices to the Lean Enterprise movement, and the practices of companies like Toyota. Lean Software Development focuses the team on delivering Value to the customer, and on the efficiency of the "Value Stream," the mechanisms that deliver that Value. The main principles of Lean include: - Eliminating Waste
- Amplifying Learning
- Deciding as Late as Possible
- Delivering as Fast as Possible
- Empowering the Team
- Building Integrity In
- Seeing the Whole
Lean eliminates waste through such practices as selecting only the truly valuable features for a system, prioritizing those selected, and delivering them in small batches. It emphasizes the speed and efficiency of development workflow, and relies on rapid and reliable feedback between programmers and customers. Lean uses the idea of work product being "pulled" via customer request. It focuses decision-making authority and ability on individuals and small teams, since research shows this to be faster and more efficient than hierarchical flow of control. Lean also concentrates on the efficiency of the use of team resources, trying to ensure that everyone is productive as much of the time as possible. So it concentrates on concurrent work, and the fewest possible intra-team workflow dependencies. Lean also strongly recommends that automated unit tests be written at the same time the code is written. |