List of Figures



[Pages xii - xvi]

CHAPTER 0

UNKNOWABLE AND INCOMMUNICABLE

1

Figure i-1

One arc and an arc pair

4

Figure i-2

Arcs forming a face

4

Figure i-3

Apple cores?

4

Figure i-4

Complex circle

4

Figure i-5

Yin and yang

6

CHAPTER 1

A COOPERATIVE GAME OF INVENTION AND COMMUNICATION

27

Figure 1-1

Different categories of games

31

CHAPTER 1.1

A COOPERATIVE GAME OF INVENTION AND COMMUNICATION: EVOLUTION

47

Figure 1.1-1

Some of the rewards for the Development Game (Cummins 2003)

51

Figure 1.1-2

Flow of decisions on a software development project, showing types of decision made and highlighting feedback loops

59

CHAPTER 3

COMMUNICATING, COOPERATING TEAMS

105

Figure 3-1

Two people pair programming

108

Figure 3-2

Two people sitting at opposites sides of the room

108

Figure 3-3

Pair programming and working across a partition

109

Figure 3-4

Energy and information moving through a barrier complex

110

Figure 3-5

Gas canisters (or people) in three different configurations

110

Figure 3-6

Hall with information radiators

115

Figure 3-7

Status display showing completion level and quality of user stories being implemented

115

Figure 3-8

Large information radiator wall showing the iteration plan, one flipchart per user story

116

Figure 3-9

Detail of an XP task signup and status for one iteration (nicknamed "Mary Ann")

116

Figure 3-10

Reflection workshop output

117

Figure 3-11

Graph showing growing completion

117

Figure 3-12

The RoleModel Software team at work

119

Figure 3-13

The "caves and common" room layout used at RoleModel Software

120

Figure 3-14

Effectiveness of different modes of communication

125

Figure 3-15

Two people working at a shared, sticky information radiator

127

Figure 3-16

Dynamic and static information radiators at work

127

Figure 3-17

An average team working to pull toward a goal on the right

130

Figure 3-18

A slightly better aligned team

130

Figure 3-19

Four organizational paradigms

135

CHAPTER 3.1

TEAMS: EVOLUTION

143

Figure 3.1-1

Completed office layout (Courtesy of Ken Auer, RoleModel Software)

145

CHAPTER 4

METHODOLOGIES

147

Figure 4-1

Elements of a methodology

150

Figure 4-2

The three dimensions of scope

155

Figure 4-3

Scope of Extreme Programming

156

Figure 4-4

Scope of Constantine & Lockwood's Design for Use methodology fragment

156

Figure 4-5

A project map: a low-precision version of a project plan

159

Figure 4-6

An Actors-Goals list: the lowest-precision view of behavioral requirements

160

Figure 4-7

A Responsibility-Collaborations diagram: the low-precision view of an object-oriented design

161

Figure 4-8

Using low levels of precision to trigger other activities

162

Figure 4-9

Work expands with increasing precision level (shown for use cases)

163

Figure 4-10

Reducing fluctuations over the course of a project

164

Figure 4-11

Successful serial development takes longer (but fewer workdays) compared to successful concurrent development

164

Figure 4-12

Serial development

165

Figure 4-13

Concurrent development

166

Figure 4-14

Keeping upstream activities more stable than downstream activities

167

Figure 4-15

Role-deliverable-milestone view of a methodology

168

Figure 4-16

Effectiveness of different communication channels (repeat of Figure 3-14)

183

Figure 4-17

Effect of adding methodology weight to a small team

184

Figure 4-18

Effect of adding methodology weight to a large team

185

Figure 4-19

Documentation is not understanding, process is not discipline, formality is not skill

189

Figure 4-20

The five Smalltalk programmers feeding work to the one DBA

190

Figure 4-21

Bottleneck station starts work higher on the completeness and stability curve than do nonbottleneck stations

191

Figure 4-22

Reduced effectiveness with increasing communication needs (methodology size)

194

Figure 4-23

Characterizing projects by communication load, criticality, and priorities

196

Figure 4-24

Small methodologies are good but run out of steam

198

CHAPTER 4.1

METHODOLOGIES: EVOLUTION

207

Figure 4.1-1

Nested-cycle model of an agile process

212

Figure 4.1-2

The cycles unrolled

212

CHAPTER 5

AGILE AND SELF-ADAPTING

217

Figure 5-1

Sample poster from reflection workshop

237

CHAPTER 5.1

AGILE AND SELF-ADAPTING: EVOLUTION

241

Figure 5.1-1

The graphical argument that constant refactoring is less expensive in the long run and extends a system's life span

250

Figure 5.1-2

Ten critical factors in project success

253

Figure 5.1-3

Role of the project manager in modern agile projects

254

Figure 5.1-4

The old view of a one-dimensional spectrum of discipline between cowboy coding and plan-driven

255

Figure 5.1-5

A more accurate view shows discipline and flux as separate dimensions. Agile development occupies the high-flux zone and permits a varying amount of discipline

255

Figure 5.1-6

Some groups cannot use highly productive strategies because those strategies require more tolerance for ambiguity and uncertainty than the groups can manage

256

Figure 5.1-7

Starfish diagram showing the shifting home territories of agile and plan-driven development (from Boehm 2003)

259

Figure 5.1-8

Different projects call for different amounts of planning (after Boehm 2002, 2003)

267

Figure 5.1-9

Decision "inventory" shown on software projects of different types (thanks to Kent Beck)

271

Figure 5.1-10

Cumulative flow graph for a software project used to track pipeline delay and queue size. The original caption was "CFD showing lead time fall as a result of reduced WIP" [WIP = work in progress]

272

Figure 5.1-11

Sample earned-value chart (showing progress lines, not financial lines)

278

Figure 5.1-12

Equivalent burn-up chart

279

Figure 5.1-13

The vertical axis of the burn-up chart converts to a compressed view of project status

280

Figure 5.1-14

Four projects with different strategies and status

281

Figure 5.1-15

Four projects with varying progress and cost status (courtesy of John Rusk)

282

Figure 5.1-16

Full program status for a program involving three applications sitting on a common architecture

282

Figure 5.1-17

Detail sheets for two projects with different strategies and status

283

Figure 5.1-18

Growth in estimated number of user stories needed to complete the project

286

Figure 5.1-19

A way to track projects' use of the agile ideas

307

CHAPTER 6

THE CRYSTAL METHODOLOGIES

335

Figure 6-1

The Crystal methodologies are named by color

338




Agile Software Development. The Cooperative Game
Agile Software Development: The Cooperative Game (2nd Edition)
ISBN: 0321482751
EAN: 2147483647
Year: 2004
Pages: 126

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