The Agile Alliance


Motivated by the observation that software teams in many corporations were stuck in a quagmire of ever-increasing process, a group of industry experts calling themselves the Agile Alliance met in early 2001 to outline the values and principles that would allow software teams to develop quickly and respond to change. Over the next several months, this group worked to create a statement of values. The result was The Manifesto of the Agile Alliance.

Manifesto for Agile Software Development

We are uncovering better ways of developing

software by doing it and helping others do it.

Through this work we have come to value:

Individuals and interactions over processes and tools

Working software over comprehensive documentation

Customer collaboration over contract negotiation

Responding to change over following a plan

That is, while there is value in the items on

the right, we value the items on the left more.

Kent

Beck Mike Beedle

Arie van Bennekum

Alistair Cockburn

Ward Cunningham

Martin Fowler

James Grenning

Jim Highsmith

Andrew Hunt

Ron Jeffries

Jon Kern

Brian Marick

Robert C. Martin

Steve Mellor

Ken Schwaber

Jeff Sutherland

Dave Thomas

   


Individuals and Interactions over Processes and Tools

People are the most important ingredient of success. A good process will not save a project from failure if the team doesn't have strong players, but a bad process can make even the strongest of players ineffective. Even a group of strong players can fail badly if they don't work as a team.

A strong player is not necessarily an ace programmer. A strong player may be an average programmer but someone who works well with others. Working well with otherscommunicating and interactingis more important than raw programming talent. A team of average programmers who communicate well are more likely to succeed than is a group of superstars who fail to interact as a team.

The right tools can be very important to success. Compilers, interactive development environments (IDEs), source code control systems, and so on, are all vital to the proper functioning of a team of developers. However, tools can be overemphasized. An overabundance of big, unwieldy tools is just as bad as a lack of tools.

Our advice is to start small. Don't assume that you've outgrown a tool until you've tried it and found that you can't use it. Instead of buying the top-of-the-line, megaexpensive source code control system, find a free one and use it until you can demonstrate that you've outgrown it. Before you buy team licenses for the best of all computer-aided software engineering (CASE) tools, use whiteboards and graph paper until you can unambiguously show that you need more. Before you commit to the top-shelf behemoth database system, try flat files. Don't assume that bigger and better tools will automatically help you do better. Often, they hinder more than they help.

Remember, building the team is more important that building the environment. Many teams and managers make the mistake of building the environment first and expecting the team to gel automatically. Instead, work to create the team, and then let the team configure the environment on the basis of need.

Working Software over Comprehensive Documentation

Software without documentation is a disaster. Code is not the ideal medium for communicating the rationale and structure of a system. Rather, the team needs to produce human-readable documents that describe the system and the rationale for design decisions.

However, too much documentation is worse than too little. Huge software documents take a great deal of time to produce and even more time to keep in sync with the code. If they are not kept in sync, they turn into large, complicated lies and become a significant source of misdirection.

It is always a good idea for the team to write and maintain a short rationale and structure document. But that document needs to be short and salient. By short, I mean one or two dozen pages at most. By salient, I mean that it should discuss the overall design rationale and only the highest-level structures in the system.

If all we have is a short rationale and structure document, how do we train new team members about the system? We work closely with them. We transfer our knowledge to them by sitting next to them and helping them. We make them part of the team through close training and interaction.

The two documents that are the best at transferring information to new team members are the code and the team. The code does not lie about what it does. It may be difficult to extract rationale and intent from the code, but the code is the only unambiguous source of information. The team holds the ever-changing roadmap of the system in its members' heads. The fastest and most efficient way to put that roadmap down on paper and transfer it to others is through human-to-human interaction.

Many teams have gotten hung up in pursuit of documentation instead of software. This is often a fatal flaw. There is a simple rule that prevents it:

Martin's First Law of Documentation

Produce no document unless its need is immediate and significant.


Customer Collaboration over Contract Negotiation

Software cannot be ordered like a commodity. You cannot write a description of the software you want and then have someone develop it on a fixed schedule for a fixed price. Time and time again, attempts to treat software projects in this manner have failed. Sometimes, the failures are spectacular.

It is tempting for company managers to tell their development staff what their needs are and then expect that staff to go away for a while and return with a system that satisfies those needs. But this mode of operation leads to poor quality and failure.

Successful projects involve customer feedback on a regular and frequent basis. Rather than depending on a contract, or a statement of work, the customer of the software works closely with the development team, providing frequent feedback on its efforts.

A contract that specifies the requirements, schedule, and cost of a project is fundamentally flawed. In most cases, the terms it specifies become meaningless long before the project is complete, sometimes even long before the contract is signed! The best contracts are those that govern the way the development team and the customer will work together.

An example of a successful contract is one I negotiated for a large, multiyear, half-million-line project in 1994. We, the development team, were paid a relatively low monthly rate. Large payouts were made to us when we delivered certain large blocks of functionality. Those blocks were not specified in detail by the contract. Rather, the contract stated that the payout would be made for a block when the block passed the customer's acceptance test. The details of those acceptance tests were not specified in the contract.

During the course of this project, we worked very closely with the customer. We released the software to him almost every Friday. By Monday or Tuesday of the following week, he had a list of changes for us to put into the software. We prioritized those changes together and then scheduled them into subsequent weeks. The customer worked so closely with us that acceptance tests were never an issue. He knew when a block of functionality satisfied his needs, because he watched it evolve from week to week.

The requirements for this project were in a continual state of flux. Major changes were not uncommon. Whole blocks of functionality were removed and others inserted. And yet the contract, and the project, survived and succeeded. The key to this success was the intense collaboration with the customer and a contract that governed that collaboration rather than trying to specify the details of scope and schedule for a fixed cost.

Responding to Change over Following a Plan

The ability to respond to change often determines the success or failure of a software project. When we build plans, we need to make sure that they are flexible and ready to adapt to changes in the business and technology.

The course of a software project cannot be planned very far into the future. First, the business environment is likely to change, causing the requirements to shift. Second, once they see the system start to function, customers are likely to alter the requirements. Finally, even if we know what the requirements are and are sure that they won't change, we are not very good at estimating how long it will take to develop them.

It is tempting for novice managers to create and tape to the wall a nice PERT or Gantt chart of the whole project. They may feel that this chart gives them control over the project. They can track the individual tasks and cross them off the chart as they are completed. They can compare the actual dates with the planned dates on the chart and react to any discrepancies.

But what really happens is that the structure of the chart degrades. As the team gains knowledge about the system and as the customer gains knowledge about the team's needs, certain tasks on the chart will become unnecessary. Other tasks will be discovered and will need to be added. In short, the plan will undergo changes in shape, not only in dates.

A better planning strategy is to make detailed plans for the next week, rough plans for the next 3 months, and extremely crude plans beyond that. We should know the individual tasks we will be working on for the next week. We should roughly know the requirements we will be working on for the next 3 months. And we should have only a vague idea what the system will do after a year.

This decreasing resolution of the plan means that we are investing in a detailed plan only for those tasks that are immediate. Once the detailed plan is made, it is difficult to change, since the team will have a lot of momentum and commitment. But since that plan governs only a week's worth of time, the rest of the plan remains flexible.




Agile Principles, Patterns, and Practices in C#
Agile Principles, Patterns, and Practices in C#
ISBN: 0131857258
EAN: 2147483647
Year: 2006
Pages: 272

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