Agile Software Development methodologies prescribe some odd practices that counter conventional wisdom. Even some of the names sound funny and can hardly be taken seriously.
However, Agile methods have a common basis consisting of mechanisms that have proved to be effective in several industries (not only software development). While several software development methodologies describe a recipe for practices that worked in a specific context, the exact same recipe is not guaranteed to work in all circumstances.
People who manage projects need at least a helicopter view over a few methods, and thoroughly understand the underlying mechanisms, This understanding forms a solid basis to apply and introduce practices in order to improve software development in their own organisation, and guide teams in the timely and appropriate application of these practices.
Understanding the fundamentals enables you to monitor the extent to which a particular practice is effective in it's context and to organize process-improvement.
In this course the participants will be introduced to Agile Software development methods using XP and SCRUM as examples. They understand the underlying mechanisms and learn new ways to improve software development.
Project leaders and managers who have tried one or more agile approaches or want to try some, and who want to understand their way of working better, and learn new ways from their colleagues and the presenters.
In a hands on course, The audience will be introduced to XP and SCRUM and play some simulations to get a feel of the dynamics. They will be introduced to lean manufacturing and design and the analogy to agile software development. Then they will be introduced to Agile Software Process Improvement tools based on Lean improvement tools and the Theory of Constraints. We use a combination of presentation, workshops and games to give the participants an inspiring experience
We present the goals of the course, introduce the participants to each other and gather expectations.
We place eXtreme Programming in the agile methodology landscape. The participants understand how XP relates to to other (agile) methodologies.
eXtreme Programming is well known as a collection of practices. Less known and at least as important are the values and principles behind the practices. We lay out the practices in a highly interactive manner, and let the participants create the connection with the practices and values.
In a short timespan we simulate the heartbeat of an XP project. The players experience the planning game and learn a very effective and efficient way to create task estimates, and use feedback to improve estimate accuracy.
We use causal loop diagrams to explain the effects of TDD in the short and long run and the steps of TDD (test, code, run, refactor, repeat). Participants understand how they could benefit from TDD.
The trainers grow a design using test driven development, going through the TDD steps with the audience several times. The audience also sees the dynamic of pair programming in action.
We close the day, briefly explaining Retrospectives by doing one for today. Retrospectives are a simple technique for getting balanced feedback about activities and interactions during and after development.
We look back with the participants on what we did yesterday, look forward to what we are going to do today, and check if there are any obstacles. Stand ups are also part of Scrum.
We introduce stand ups, sprints and the backlog, the scrum practices. After the intro the audience understands self-organization - Scrums' core value, as well as the principle of facilitating management.
The Toyota way applied to software development. Integrating Scrum and XP, we continue with the Toyota way values, principles and practices as they apply to software development. Participants gain a deeper understanding of improvement through feedback in the long run and how to be more competitive.
We give an overview of simple process improvement techniques (value stream mapping, causal loop diagrams, retrospectives and more) and discuss how to integrate them in practice. The audience knows where to look when they want to make light weight improvements that leverage the collective knowledge of teams.
The participants play a game that lets them experience the effects of multi-tasking and hand offs. We give an overview of thinking tools from the theory of constraints, and then let the players become consultants, helping each other solve real-world problems.
Continuing from the day 1 retrospective, we summarize, gather feedback and practice again the basic retrospective steps with the participants.
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Living Software B.V. Spilmanstraat 25 NL-5645 JE Eindhoven
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