Extreme Programming and Agile Methods — XP/Agile Universe 2002

2021 ◽  
Author(s):  
◽  
Angela Michelle Martin

<p>eXtreme programming (XP) is one of a new breed of methods, collectively known as the agile methods, that are challenging conventional wisdom regarding systems development processes and practices. Practitioners specifically designed the agile methods to meet the business problems and challenges we face building software today. As such, these methods are receiving significant attention in practitioner literature. In order to operate effectively in the world of vague and changing requirements, XP moves the emphasis away from document-centric processes into practices that enable people. The Customer is the primary organisational facing role in eXtreme Programming (XP). The Customer's explicit responsibilities are to drive the project, providing project requirements (user stories) and quality control (acceptance testing). Unfortunately the customer must also shoulder a number of implicit responsibilities including liaison with external project stakeholders, especially project funders, clients, and end users, while maintaining the trust of both the development team and the wider business. This thesis presents a grounded theory of XP software development requirements elicitation, communication, and acceptance, which was guided by three major research questions. What is the experience of being an XP Customer? We found that teams agree that the on-site customer practice is a drastic improvement to the traditional document-centric approaches. Our results indicate, however, that the customers are consistently under pressure and commit long hours to the project in order to fulfil the customer role. So while this approach to requirements is achieving excellent results, it also appears to be unsustainable and thus constitutes a great risk to XP projects. Who is the XP Customer? The initial definition of XP resulted in many people interpreting the onsite customer to be a single person. This research has highlighted that a customer team always exists, and goes further to outline the ten different roles that were covered on the team, which range from the recognised "Acceptance Tester" role to the less recognised roles of "Political Advisor" and "Super-Secretary". What are the practices that support an XP Customer to perform their role effectively on a software development project? An additional eight customer-focused practices have been uncovered to supplement the existing XP practices. These customer-focused practices together enable customers to sustainably drive XP projects to successful completion. The practices range from those that specifically focus on interaction (both with the programmer team and the larger organisation) e.g. "Programmer On-site" and "Roadshows" to those that specifically look to the well-being and effectiveness of the customer (e.g. "Pair Customering") to those that highlight the key steps or activities that need to occur along the way (e.g. "Big Picture Up-Front" and "Recalibration").</p>


Author(s):  
Imran Ghani ◽  
Adila Firdaus Bt Arbain ◽  
Zulkarnain Azham ◽  
Nor Izzaty Yasin ◽  
Seung Ryul Jeong

Agile methodologies have gained recognition in recent years as being efficient development processes through their quick delivery of software, even under time constraints. Agile methodologies consist of a few process models that have their own criteria in helping different types of projects. However, agile methods such as Scrum, Feature-Driven Development (FDD), and eXtreme Programming (XP) have been criticized due to the lack of availability of security elements in their various phases, resulting in the development of unsecure software. Thus, the authors propose the idea of a set of security-focused elements to enhance the existing agile models. In this chapter, the findings of the related research and the highlights of improved agile models after the integration of security are presented.


2010 ◽  
Vol 1 (2) ◽  
Author(s):  
Ridi Ferdiana ◽  
Lukito Edi Nugroho ◽  
Paulus Insap Santoso ◽  
Ahmad Ashari

Abstrak. Belajar dari Studi Kasus, Bagaimana Proses Pengembangan Perangkat Lunak Global Dieksekusi Pada Lingkungan Metode Agile. Tantangan terbesar dalam Software Development Global (GSD) adalah efisiensi waktu untuk mengembangkan. GSD menyediakan panduan untuk menggunakan proses bersama dengan muka seperti proses metode analisis terpadu atau metode air terjun. Meskipun, itu memberikan manfaat melalui dokumentasi yang komprehensif dan kejelasan, ia memberikan menghambat organisasi yang ingin menggunakan GSD tetapi dalam terburu-buru. Metode Agile mengklaim efisien dan pendekatan yang efektif untuk pengembangan perangkat lunak. Makalah ini laporan tentang bagaimana organisasi menggabungkan proses GSD dengan metode tangkas seperti eXtreme Programming (XP), Scrum, Agile Unified Process (UP Agile), Pengembangan Fitur Driven (FDD), dan Microsoft Solusi Kerangka Agile (MSF Agile). Makalah ini menggunakan studi kasus untuk mendapatkan pengalaman organisasi dan menjelaskan praktek yang berguna untuk organisasi yang ingin menerapkan GSD dengan metode tangkas. Kata Kunci: Siklus Hidup Pengembangan Perangkat Lunak, Agile, GSD Abstract. The biggest challenge in Global Software Development (GSD) is the efficiency of time to develop. GSD provides a guidance to use the process along with up-front analysis method like unified process or waterfall method. Although, it gives a benefit through comprehensive documentation and its clearness, it gives inhibits the organization which wants use GSD but in a rush. Agile methods claim an efficient and the effective approach to software development. This paper reports on how organizations combine the GSD process with agile methods like eXtreme Programming (XP), Scrum, Agile Unified Process (Agile UP), Feature Driven Development (FDD), and Microsoft Solution Framework Agile (MSF Agile). The paper uses case study to get organization experiences and describe useful practices for the organization that want to implement GSD with an agile method. Keywords: Software Development Lifecycle, Agile, GSD


2020 ◽  
Vol 11 (6) ◽  
pp. 1830
Author(s):  
Wilton Moreira Ferraz Júnior ◽  
Suéllen Rodolfo Martinelli ◽  
Carlos Henrique da Silva Santos ◽  
Murillo Rodrigo Petrucelli Homem

This work presents an iterative method which is based on the serious games development in elementary and high school classes, focusing on the students and teachers experiences from Brazilian scholar reality. Furthermore, it does not require strong background in game development and it is planned to be introduced any area of knowledge. It has been considered as a motivational method to engage the teachers and students’ in-depth discussions. It follows some Agile Methods practices, such as the Extreme Programming (XP) and Scrum Agile Methods to guide them along the continuous exploration of game design in classrooms. This method also considers the design patterns techniques to reuse (re-guise) some well-known digital games engines and educational concepts, as example a guided game design based on the spaceships battles to associate electric charges concepts. The results obtained in experiments occurred in public schools show successful acceptance and they contribute to improve the students’ academic performance. This method is now introduced in some undergraduate and graduate practices to analyze its impact in entrepreneurship courses.


2021 ◽  
Author(s):  
◽  
Angela Michelle Martin

<p>eXtreme programming (XP) is one of a new breed of methods, collectively known as the agile methods, that are challenging conventional wisdom regarding systems development processes and practices. Practitioners specifically designed the agile methods to meet the business problems and challenges we face building software today. As such, these methods are receiving significant attention in practitioner literature. In order to operate effectively in the world of vague and changing requirements, XP moves the emphasis away from document-centric processes into practices that enable people. The Customer is the primary organisational facing role in eXtreme Programming (XP). The Customer's explicit responsibilities are to drive the project, providing project requirements (user stories) and quality control (acceptance testing). Unfortunately the customer must also shoulder a number of implicit responsibilities including liaison with external project stakeholders, especially project funders, clients, and end users, while maintaining the trust of both the development team and the wider business. This thesis presents a grounded theory of XP software development requirements elicitation, communication, and acceptance, which was guided by three major research questions. What is the experience of being an XP Customer? We found that teams agree that the on-site customer practice is a drastic improvement to the traditional document-centric approaches. Our results indicate, however, that the customers are consistently under pressure and commit long hours to the project in order to fulfil the customer role. So while this approach to requirements is achieving excellent results, it also appears to be unsustainable and thus constitutes a great risk to XP projects. Who is the XP Customer? The initial definition of XP resulted in many people interpreting the onsite customer to be a single person. This research has highlighted that a customer team always exists, and goes further to outline the ten different roles that were covered on the team, which range from the recognised "Acceptance Tester" role to the less recognised roles of "Political Advisor" and "Super-Secretary". What are the practices that support an XP Customer to perform their role effectively on a software development project? An additional eight customer-focused practices have been uncovered to supplement the existing XP practices. These customer-focused practices together enable customers to sustainably drive XP projects to successful completion. The practices range from those that specifically focus on interaction (both with the programmer team and the larger organisation) e.g. "Programmer On-site" and "Roadshows" to those that specifically look to the well-being and effectiveness of the customer (e.g. "Pair Customering") to those that highlight the key steps or activities that need to occur along the way (e.g. "Big Picture Up-Front" and "Recalibration").</p>


2018 ◽  
Vol 1 (2) ◽  
pp. 83-89
Author(s):  
Lili Rusdiana ◽  
Dhehen Sugianoor ◽  
Rosmiati Rosmiati

The Tawakal Jaya workshop previously used paper for data recording, goods ordering transaction, and promotion. This results in the manual system less efficient in saving time. Therefore it is necessary to design and development of Information Systems Ordering Goods Based Website at Workshop "Tawakal Jaya". The system is designed using context diagrams and data flow diagrams, while system development uses PHP programming language. System development method using Extreme Programming method which is a group of agile methods. The built system can be accessed online and then done the questionnaire so that it can be obtained that the use of the system can be accepted by the user due to time savings in processing data and transact in ordering goods.


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