Part I agile development chapter 1 plan

Source: Internet
Author: User

When you can measure what you say and express it with numbers, it means you understand it. If you cannot measure it, you cannot express it with numbers, it means that your knowledge is scarce and unsatisfactory-Lord Kevin (British physicist)
★SlS: It seems that "measurable" is not only an element of importance to software engineering. One of the basic requirements of all science is measurable.
The following describes the content of the game planned in extreme programming. Other agile methods do not have XP to describe how to make plans in detail.

★3.1 Initial Exploration
At the beginning of the project, the customer tries his best to determine the user materials actually needed, but not all the user materials. The customer constantly writes new user materials until the project ends.
The developer estimates the materials. Estimation is relative, not absolute. We record the singular number on the material. Although the time represented by the singular number cannot be determined, it can be determined that the time required by is twice that.
★SlS: at the beginning of catering 2.0, I asked my colleagues to make such estimates. Exactly. Haha
★Inquiry, decomposition, and speed:
Materials that are too large or too small are hard to estimate. The reason for splitting and merging materials is to make better estimates.
Estimation is only relative size. If absolute size is required, a velocity factor is required, that is, the number of days that a point needs to be executed.
Since the number of material points after each iteration can be measured, the speed measurement will become more accurate. In the beginning, a guess may be required. It takes several days to prototype one or two user materials to understand the team's speedometer. Such a prototype process is called inquiry)
★SlS: I have also worked in this area. I asked my team lead to list all tasks and mark them as factors. In this way, we know all the work we need to do. During the execution process, we can check our completion percentage at any time. The completion time can be estimated from the observed execution speed. Unfortunately, it is not very meticulous. But the basic idea is the same as that.

★3.2 release plan
With the development speed, the customer knows the cost of each material. They also know the commercial value and priority of each material.
Developers and customers agree on the first release time of the Project, usually two to four months later. Select continuously optimized selected materials, and continuously improve the speed factor.

★3.3 iteration plan
It usually takes two weeks for developers and customers to determine the iteration sequence.
The implementation sequence during the iteration belongs to the technical category. The developers decide whether to implement it in parallel, whether to walk through the time, and the sequence.
Once the iteration starts, the customer cannot change the materials to be implemented within the iteration range.
Even if all user materials are not completed, the iteration ends on the specified implementation date. Calculate the velocity factor based on the estimated values of all materials. This speed is used for the next iteration. The speed of each iteration is the development speed measured previously.
This speed feedback helps to keep the plan in sync with the team's actual situation. Improve professional knowledge and work skills, optimize the system architecture, and speed up. When someone leaves, the speed will decrease.

★3.4 Task Plan
User material-> development task (which can be completed in 4-16 hours) = task plan.
The selected task has nothing to do with its expertise, so as to ensure the official dissemination of knowledge.
If the task is completed earlier, you need to remove the task if the task is completed later.
★Iteration midpoint
When the iteration is halfway through, the team holds a meeting to check whether half of the tasks are completed. If it is not half done, the user is required to remove the material or prioritize it first.

★3.5 Iteration
The next iteration starts when the iteration ends. The end of the iteration is to be presented to the customer, who will evaluate the appearance, perception, and performance. Provide feedback in the form of user materials.
The customer can view the project progress and measure the development speed. Predict the progress and set the priority. In short, they have all data and control, and can manage projects as desired.

★3.6 conclusion
★SlS: release plan (2-4 months)> iteration Plan (2 weeks)> Task Plan (4-16 hours)
Through repeated iterations and releases, the project enters a predictable and comfortable development pace. Stakeholders often view the progress, obtain workable software, and provide feedback. Rather than a chart notepad.
Developers can see a reasonable plan based on their estimation and measurement of the development speed.
The Administrator obtains data from each iteration and uses data to control and manage projects. They do not have to use coercion, threats, or pleading with developers to achieve an arbitrary and impractical goal.
Although it sounds wonderful, it is not actually the case. Stakeholders are not satisfied with the generated data, especially in the early stage. This only means that they can control the team to maximize business value at minimal cost.
★SlS: key points of this chapter: The Planning System of the speed factor, including the release plan, iteration plan, and task plan.

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