Agile Software Development-- Why it is Hot.

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::::::::::::::::::::::::::::::::::::::::::::: Agile Software Development-- Why it is Hot. Jim Highsmith Director, Agile Project Management Practice, & Fellow, Cutter Consortium 2003 Jim Highsmith

The Rising Interest in Agile Development More than two-thirds of all corporate IT organizations will use some form of an "agile" software development process within 18 months. Giga Information Group Inc. predicted at its application development conference in March 2002. 2003 Jim Highsmith 2

Why is Agile Hot? Agile Software Development (ASD) focuses on innovation. Why is this important? How emergent versus predictive? ASD assists developing software faster and better in highly volatile, demanding situations. ASD offers a work environment that appeals to many individuals. (egalitarian, self-disciplined, selforganizing) We Live in a time where creativity, innovation, and imagination drive the world. --Tom Wujec & Sandra Muscat, Return on Imagination 2003 Jim Highsmith 3

Innovation Drives Companies U.S. Companies, New Product Time to Market 1990 avg. = 35.5 months 1995 avg. = 23 months 2000 avg. = 11 months Cars, Concept to Production 1990 avg. = 6 years 2001 avg. = < 2 years Renault s goal = 9 days!!! Source, Tom Wujec & Sandra Muscat, Return on Imagination 2003 Jim Highsmith 4

Problem Domain: Exploration versus Optimization Exploration Drilling Production Drilling 2003 Jim Highsmith 5

Project Exploration Factor (EF) Product Requirements Dimension Technology Dimension Bleeding Edge Leading Edge Familiar Well known Erratic 10 8 7 7 Fluctuating 8 7 6 5 Routine 7 6 4 3 Stable 7 5 3 1 2003 Jim Highsmith 6

Project Portfolio Management Identify Exploration Projects Manage them Differently Measure their Success Differently 2003 Jim Highsmith 7

The Diabolical Challenge of Exploration Projects To rapidly complete large projects that are both frontier (research-like) and missioncritical in a turbulent business and technology environment. Exciting Features Rapid delivery High quality High change 8

Agile Methodologies 2003 Jim Highsmith 9

What is Agility? Agility is the ability to create change and respond to change. Agility is the ability to balance flexibility and structure. Agility is dynamic, context-specific, aggressively change-embracing, and growthoriented. It is not about improving efficiency, cutting costs, or battening down the business hatches to ride out fearsome competitive storms. -- Agile Competitors and Virtual Organizations, by Steven Goldman, Roger Nagel, and Kenneth Preiss, 1995. 2003 Jim Highsmith 10

The Agile Manifesto www.agilealliance.org 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 2001, 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, 850+ signers 2003 Jim Highsmith 11

Self-organizing Workplace Self- Discipline Self- Organization 2003 Jim Highsmith 12

What Constitutes Self-Discipline? Accepting of individual accountability for performance results Confronting reality through rigorous data collection and analytical thinking Engaging in intense interaction, debate, discussions, and decisionmaking Willingness to work within the agreed upon selforganizing framework. 2003 Jim Highsmith 13

The Dimensions of an Agile Ecosystem Chaordic Perspective Turbulence dominates economics Results are achievable Details are not predictable Respond to change rather than to plan Processes are not repeatable Innovation emerges Individuals & interactions Customer collaboration Effectiveness of face-to-face Trust the team on the firing line Collaborative Values & Principles 2003 Jim Highsmith 14 Streamlined Value adding (working code) Low Ceremony Customized to project team Tailored to specific use Barely Sufficient Methodology

Agile Principles Deliver something useful Rely on people Encourage collaboration Technical excellence Do the simplest thing possible Be adaptable 2003 Jim Highsmith 15

Deliver Something Useful Agile Manifesto principles: Satisfy Customer: Our highest priority is to satisfy the customer through early and continuous delivery of valuable software. Frequent Delivery: Deliver working software frequently, from a couple of weeks to a couple of months, with a preference to the shorter timescale. Working Software: Working software is the primary measure of progress. The Customer-Developer Interface (CDI) 2003 Jim Highsmith 16

The Customer-Developer Interface Product Vision Feature Id Customers Feature Priority Requirements Conversation Acceptance Developers 2003 Jim Highsmith 17

Rely on People Agile Manifesto principles Skilled People: Build projects around motivated individuals. Give them the environment and support they need, and trust them to get the job done. Sustainable Development: Agile processes promote sustainable development. The sponsors, developers, and users should be able to maintain a constant pace indefinitely. Process versus skill 2003 Jim Highsmith 18

Encourage Collaboration Interpersonal Cultural Structural Deliverables Decisions Knowledge The act of collaboration is an act of shared creation and/or discovery. Michael Schrage, No More Teams 2003 Jim Highsmith 19

Technical Excellence Agile Manifesto principles Technical Excellence: Continuous attention to technical excellence and good design enhances agility. Agile is not ad hoc Bureaucracy arises from lack of organizational discipline Adhocracy arises from lack of self-discipline Formality isn t discipline The XP triangle 2003 Jim Highsmith 20

Impact of Change Cost of Change Today Mid 1980s Refactoring Goal Rework is a reaction to change, not the result of poor work or a flawed process. 2 4 6 8 10 12 14 Years 2003 Jim Highsmith 21

The XP Triangle Simple Design (Quality Design) Refactoring Automated Test-first Development 2003 Jim Highsmith 22

The Agile Lifecycle Model Envision Vision Speculate Release Plan Explore Feature List Adaptive Action Adapt Completed Features Final Product Close 2003 Jim Highsmith 23

Simplest Thing Possible Simplicity: Simplicity--the art of maximizing the amount of work not done--is essential. The three faces of simplicity Minimalism Quality design Generative rules 2003 Jim Highsmith 24

Be Adaptable Agile Manifesto principles Changing Requirements: Welcome changing requirements, even late in development. Agile processes harness change for the customer's competitive advantage. Predictability or Adaptability The more adaptability you want/need, the less predictable the project. Understanding this issue is absolutely key to agility. Conformance to plan, or conformance to actual? Harnessing change 2003 Jim Highsmith 25

A Chaordic Perspective Command-Control Leadership-Collaboration Command Control is too slow: Can t process information fast enough Can t make decisions fast enough 2003 Jim Highsmith 26

Simple Rules - Dee Hock Simple, clear purpose and principles give rise to complex, intelligent behavior. Complex rules and regulations give rise to simple, stupid behavior. Agile Methodologies attempt to identify a few key practices (rules) and then let them evolve to meet specific problems through individual and group feedback. 2003 Jim Highsmith 27

Leadership-Collaboration Establish a Vision and Purpose Define acceptable boundary conditions Encourages innovation, and collaboration Share Power (decision making) Leader empowers teams Teams empowers leaders Macro-management, not micro-management 2003 Jim Highsmith 28

2003 Jim Highsmith 29

2003 Jim Highsmith 30