List of Figures.
List of Stories.
Preface.
Introduction: Unknowable and Incommunicable.
The Problem with Parsing Experience.The Impossibility of
Communication.Three Levels of Listening.So, What Do I Do
Tomorrow?
Chapter 1: A Cooperative Game of Invention and
Communication.
Software and Poetry.Software and Games.A Second Look at the
Cooperative Game.What Should This Mean to Me?
2. Individuals.
Them's Funky People.Overcoming Failure Modes.Working Better in Some
Ways than Others.Drawing on Success Modes.What Should I Do
Tomorrow?
3. Communicating, Cooperating Teams.
Convection Currents of Information.Jumping Communication Gaps.Teams
as Communities.Teams as Ecosystems.What Should I Do Tomorrow?
4. Methodologies.
An Ecosystem That Ships Software.Methodology Concepts.Methodology
Design Principles.XP under Glass.Why Methodology at All?What Should
I Do Tomorrow?
5. Agile and Self-Adapting.
Light but Sufficient.Agile.Becoming Self-Adapting.What Should I Do
Tomorrow?
6. The Crystal Methodologies.
Shaping the Crystal Family.Crystal Clear.Crystal Orange.Crystal
Orange Web.What Should I Do Tomorrow?
Appendix A. The Agile Software Development Manifesto.
The Agile Alliance.The Manifesto.Supporting the Values.
Appendix B. Naur, Ehn, Musashi.
Peter Naur, Programming as Theory Building.Pelle Ehn,
Wittgenstein's Language Games.Musashi.
Appendix C. Books and References.
Index. 0201699699T09252001
Lightweight methodologies are exploding in popularity because their flexibility is ideal for today's fast-changing development environments. In Agile Software Development, legendary software expert Alistair Cockburn reviews the advantages and disadvantages of lightweight methods, synthesizing the field's key lessons into a simplified approach that allows developers to focus on building quality software rapidly, cost-effectively, and without burnout. Ideal for managers seeking to transcend yesterday's failed approaches, the agile movement views software development as a cooperative game. As players move throughout the game, they use markers and props to inform, remind, and inspire themselves and each other. The goal of the game: to deliver a working software system -- and to use the lessons of each project to build a new, smarter "game" for the next project. For every IT executive and manager, software developer, team leader, team member, and client concerned with building robust, cost-effective software.
Alistair Cockburn is a recognized expert on use cases. He is consulting fellow at Humans and Technology, where he is responsible for helping clients succeed with object-oriented projects. He has more than twenty years of experience leading projects in hardware and software development in insurance, retail, and e-commerce companies and in large organizations such as the Central Bank of Norway and IBM.
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