Obstacles to Efficient Daily Meetings in Agile Development Projects: A Case Study

Author(s):  
Viktoria Gulliksen Stray ◽  
Yngve Lindsjorn ◽  
Dag I.K. Sjoberg
2018 ◽  
Vol 49 (6) ◽  
pp. 64-77 ◽  
Author(s):  
Torgeir Dingsøyr ◽  
Nils Brede Moe ◽  
Eva Amdahl Seim

Software development projects have undergone remarkable changes with the arrival of agile development approaches. Although intended for small, self-managing teams, these approaches are used today for large development programs. A major challenge of such programs is coordinating many teams. This case study describes the coordination of knowledge work in a large-scale agile development program with 12 teams. The findings highlight coordination modes based on feedback, the use of a number of mechanisms, and how coordination practices change over time. The findings can improve the outcomes of large knowledge-based development programs by tailoring coordination practices to needs over time.


Author(s):  
Tobias Sebastian Schmidt ◽  
Jan Behrenbeck ◽  
Kevin Burger ◽  
Rafael Hostettler ◽  
Kristin Paetzold ◽  
...  

AbstractThe more dynamic and unpredictable the development constraints, the more agile the development project should be to cope with and utilize inherent change. Especially in such contexts, aligning with the project's mission and vision, committing to next steps, and documenting the development path is challenging. To support the decision making process of self-organized agile development teams with an overview, a recent research paper proposes the Progress Map. The investigation at hand applies the Progress Map in semi-industrial development projects to empirically validate its applicability and performance in the form of a multi-case study. The results indicate that, given future refinements, this instrument can be valuable to plan, document, and communicate the progress of an agile development project.


2021 ◽  
pp. 1063293X2110152
Author(s):  
Qing Yang ◽  
Yingxin Bi ◽  
Qinru Wang ◽  
Tao Yao

Software development projects have undergone remarkable changes with the arrival of agile development approaches. Many firms are facing a need to use these approaches to manage entities consisting of multiple projects (i.e. programs) simultaneously and efficiently. New technologies such as big data provide a huge power and rich demand for the IT application system of the commercial bank which has the characteristics of multiple sub-projects, strong inter-project correlation, and numerous project participating teams. Hence, taking the IT program management of a bank in China as a case, we explore the methods to solve the problems in multi-project concurrent development practice through integrating the ideas of program and batch management. First, to coordinate the multi-project development process, this paper presents the batch-based agile program management approach that synthesizes concurrent engineering with agile methods. And we compare the application of batch management between software development projects and manufacturing process. Further, we analyze the concurrent multi-project development practice in the batch-based agile program management, including the overlapping between stages, individual project’s activities, and multiple projects based on common resources and environment to stimulate the knowledge transfer. Third, to facilitate the communication and coordination of batch-based program management, we present the double-level responsibility organizational structure of batch management.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Amy Beardmore ◽  
Penny Beynon ◽  
Christine Crabbe ◽  
Carol Fry ◽  
Jan Fullforth ◽  
...  

Purpose International attention is increasingly turning to the challenge of creating age-friendly environments. This study aims to examine the application of asset-based approaches in undertaking community development projects with older people. The paper intends to share the learning that may be useful when designing community development projects for older people in the future. Design/methodology/approach This study followed a multiple project case study design, with a focus on project delivery practices. It was undertaken as a co-production exercise involving university researchers and trained older volunteer community researchers (CRs). Over 18–24 months of qualitative research was conducted in relation to six area-based urban projects between 2018 and 2020. Findings There were five leading themes as follows: mapping and building on assets in highly localised settings; creating governance and direction through steering groups; developing activities with diverse groups of older people; reaching isolated and lonely older people; building local capacity to embed sustainability. Practical implications The effectiveness of assets-based approaches in promoting age-friendly agendas appears to be contingent on the values, skills, capacity and resourcing of delivery agencies, alongside wider public sector investment in communities. Diversity and inequalities amongst older people need to be taken into account and community development that specifically focuses on older people needs to be balanced with the whole population and intergenerational practice. Originality/value This paper provides an empirical account of the practical application of assets practices specifically in the context of the age-friendly community agenda. The co-production method brings together insights from academic and volunteer older CRs.


Author(s):  
Sandra P. Cano ◽  
Carina S. González ◽  
César A. Collazos ◽  
Jaime Muñoz Arteaga ◽  
Sergio Zapata

The development of video games is a complex, multidisciplinary process, which involves different areas as well as a greater number of roles than for traditional software. Serious games face process constraints that concern a number of interactive, educational and psychological factors designed to lead to the fulfillment of educational objectives within a specific context. Based on a case study in the city Cali, Colombia, an iterative and incremental process is proposed, focusing on small and medium development for educational serious games and basing itself on two lines of research: agile development methodology and user-centered design (UCD) for children from 7 to 10 years. The agile methodology eXtreme Programming (XP) offers a useful option for the development of serious games as it establishes a continuous communication with all project stakeholders - including the end user - throughout the project, while UCD allows the user profile to be known and identified so that the game will meet the needs and match the capabilities, expectations and motivations of the child.


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