INTRODUCTION | UNKNOWABLE AND INCOMMUNICABLE | 1 |
| | The Wine Label | 3 |
| | Steak Tasting | 3 |
| | Grimace at the Store | 11 |
| | The Russian Programmers | 13 |
| | The 1708 Card Reader | 14 |
| | Level Mix-up with CRC Cards | 15 |
CHAPTER 1 | A COOPERATIVE GAME OF INVENTION AND COMMUNICATION | 27 |
| | Balance in Software Design | 30 |
| | The Cooperative Game Principle | 37 |
| | Laser Printer Mock-Ups | 39 |
| | Diminishing Returns | 39 |
| | Sufficiency in a Meeting | 40 |
| | Sufficiency of Work Products | 40 |
| | Chrysler's Ultralight Sufficiency | 41 |
| | Continuous Redocumentation | 42 |
| | Just Never Documentation | 42 |
CHAPTER 1.1 | A COOPERATIVE GAME OF INVENTION AND COMMUNICATION: EVOLUTION | 47 |
| | Skunk Works Rooms | 58 |
CHAPTER 2 | INDIVIDUALS | 65 |
| | Crossing Cultures | 69 |
| | Consultants Not Trading Notes | 71 |
| | The Small-Goods Shop | 72 |
| | C3 Culture Shifts | 72 |
| | Illusions of Choice | 74 |
| | The Clean Desk Technique | 76 |
| | PSP Report | 77 |
| | Rough Architecture Drawings | 81 |
| | The TalkingParrot Program | 82 |
| | Line-of-Sight Design Learning | 83 |
| | The Socially Minded Manager | 84 |
| | The Nonverbal Team Lead | 85 |
| | The Concrete-Thinking OO Designer | 85 |
| | eBucks.com Goes Live | 85 |
| | Picking Dandelions | 86 |
| | Lines-of-Code-Based Pay | 86 |
| | Goldplating | 86 |
| | Realigning Commitment | 89 |
| | Seymour Cray Fiddles | 90 |
| | Offshore Oil Platform Design | 92 |
| | Dee Hock's VISA Story | 94 |
| | Finding Errors in PC Boards | 96 |
CHAPTER 3 | COMMUNICATING, COOPERATING TEAMS | 105 |
| | Drafty Cubicles | 113 |
| | E-Presence and E-Awareness | 113 |
| | Automated Build Report | 114 |
| | Progress Radiators | 115 |
| | Displaying Work Breakdown | 116 |
| | Displaying System Status | 117 |
| | Displaying Work Progress | 118 |
| | Repairing Design Discussions | 118 |
| | Crystal Un-Clear | 119 |
| | Skunk Works Rooms | 120 |
| | Flying Places to Be There | 123 |
| | Videotaped Archival Documentation | 125 |
| | Cooler Communications Needed | 126 |
| | Sticking Thoughts onto the Wall | 128 |
| | Not Enough Conflict | 131 |
| | Deliberate Conflict | 132 |
| | Consensus Culture at Work | 136 |
| | Overtime Lights at Norges Bank | 137 |
| | Lizards and Penguins | 139 |
CHAPTER 4 | METHODOLOGIES | 147 |
| | Discovering Declarations | 154 |
| | 16 Smalltalkers, 2 Database Designers | 168 |
| | Methodology Chart as Sleeping Aid | 169 |
| | A Process Miniature Experience | 174 |
| | Embellishing a Methodology | 176 |
| | Discovering "Should" | 177 |
| | Uncovering Process Shortcuts | 177 |
| | Don't Touch My Private Variables | 181 |
| | A Portfolio of Projects | 185 |
| | Winifred and Principle 7 | 192 |
| | eBucks.com and Principle 7 | 193 |
| | Udall and Principle 7 | 193 |
| | Mythical Man-Month Revisited | 194 |
| | Six to 24 Programmers | 194 |
| | Fewer and Better | 195 |
| | Changing Grid Cells Mid-Project | 197 |
| | Methodology in a Drawer | 204 |
| | Methodology on the Job | 204 |
CHAPTER 5 | AGILE AND SELF-ADAPTING | 217 |
| | Looking for Documentation | 219 |
| | Just Never Documentation (Recapped) | 220 |
| | Sticking Thoughts onto the Wall (Recapped) | 221 |
| | Testing Offshore Coding | 225 |
| | Criss-Crossed Distribution | 226 |
| | Successful Distributed Development | 226 |
| | Work Product Redundancy | 230 |
| | Discovering Incremental Development | 230 |
| | Getting Seriously Drunk Together | 231 |
| | The Communication Theme | 231 |
| | The Communication Theme in Action | 231 |
| | The Cultural Gap Theme | 232 |
| | Mid-Project Team Structure Changes | 236 |
| | A Reflection Workshop | 237 |
CHAPTER 5.1 | AGILE AND SELF-ADAPTING: EVOLUTION | 241 |
| | Helmuth von Moltke | 249 |
| | Scoring Agility Points | 304 |
APPENDIX A | THE AGILE SOFTWARE DEVELOPMENT MANIFESTO | 367 |
| | Managing Technical Debt | 376 |