By Jeff Langr, Tim Ottinger
This accomplished set of playing cards is an necessary source for agile groups. The deck of Agile in a Flash playing cards teaches management, teamwork, fresh programming, agile techniques to challenge fixing, and tips for training agile groups. workforce contributors can use the playing cards as reference fabric, ice breakers for conversations, reminders (taped to a wall or monitor), and assets of worthy suggestions and hard-won knowledge. The playing cards are:
Bite-sized! learn one perform or element at a time in a number of minutes.
shrewdpermanent! every one card has years of functional adventure at the back of it.
transportable! playing cards healthy simply on your pocket or backpack.
An critical device for any agile crew, and a must have for each agile trainer or Scrum Master.
The Agile in a Flash deck is damaged into 4 components: making plans, group, coding, and agile recommendations. front of every card is a short record - a precis of the belongings you need to know and take into account. The again offers extra aspect on all of the bullet issues, and gives sage nuggets of data in line with large expert adventure. Tape the playing cards on your wall, stick them in your computer screen, and get agile fast.
Read Online or Download Agile in a Flash: Speed-Learning Agile Software Development (Pragmatic Programmers) PDF
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Extra info for Agile in a Flash: Speed-Learning Agile Software Development (Pragmatic Programmers)
Avoid XL (extra large) stories that “go dark,” requiring many iterations before you can show completed product. Consider splitting off alternate paths, edge cases, or error cases, using acceptance tests to delineate each. ) In many cases, you can split off secondary details: supporting data fields (distill to a few core fields), input validation (assume the input data is perfect), or side effects (worry later about, for example, impacts to downstream feeds). You might similarly defer nonfunctional constraints (such as logging, graceful error handling, performance, or auditing) and variant data cases (for example, have a shipping system send all packages to the same address).
Com> 21 Acceptable Acceptance Tests Acceptance tests are used to verify that the team has built what the customer requested in a story. ➤ Are defined by the customer ➤ Define “done done” for stories ➤ Are automated ➤ Document uses of the system ➤ Don’t just cover happy paths ➤ Do not replace exploratory tests ➤ Run in a near-production environment Download from Wow! com> Card 21—A CCEPTABLE A CCEPTANCE T ESTS T HE P LAN Are defined by the customer Acceptance tests (ATs) are an expression of customer need.
The units are not days or hours but purely relative sizes: 1 being tiny, 2 being twice as large. The larger gap between higherpoint values reflects the reality of diminished accuracy for larger estimates. Stories larger than the scale must be broken into smaller stories. Each Planning Poker participant brings an estimation deck (perhaps hand-drawn) containing one card for each value in the scale. The customer and team discuss and design a story until all understand and agree on its meaning. Each team member who will help build the story then secretly selects a card representing their estimate of the story size.
Agile in a Flash: Speed-Learning Agile Software Development (Pragmatic Programmers) by Jeff Langr, Tim Ottinger