Michiel Overeem

Notes from the class Advanced Agile Development

Last week I attended the Advanced Agile Development class, organised by Xebia and given by Alistair Cockburn. With this post, I try to make my notes persistent for future reference.

these are my notes. they are far from complete. as seen from this tweet, the class was really advanced :)

Survived the class

But I did survive!

Content

The pentagram

Craft

Learning takes place in three stages:

The Shu-Ha-Ri stairs

Do not try to become RI without really archiving that level. Otherwise you are just picking techniques and doing something that you do not understand.

good trick > technique > process > dogma It starts with a ‘good trick’, that becomes a technique, which is formulated into a process and that becomes a dogma. You have to bring everything back to a ‘good trick’. There are no rules. Master agile and reach RI level.

Cooperative game

The speed of the project is the speed at which ideas move between minds

Programming is Community Theory Building Communication is touching into shared experiences

Development is a cooperative game: Invent, Decide, Communicate primary goal: deliver working software secondary goal: set up for the next game (maintenaince, new release)

Flow management

Design looks like manufacturing if we use ‘decisions’ as inventory. Let the decisions flow through the team. Find the bottleneck and fix the process.

Remove waste. Example: tracking bugs is waste, we need to fix them.

Design is knowledge acquisition

Software development is like knowledge acquisition. Eliminate risks early on.

trim the tail: first do risk, then do value, then do the fine-tuning/glossy/polishing slicing helps with trimming the tail; build complete vertical-slices of user stories.

Properties of success projects

Some aha’s

Aha 1

Aha 2

More reading: Jeff Patton website, Book Agile Software Development, the cooperative game