Agile in a Flash: Speed-Learning Agile Software Development by Jeff Langr, Tim Ottinger

By Jeff Langr, Tim Ottinger

This finished set of playing cards is an crucial source for agile groups. The deck of Agile in a Flash playing cards teaches management, teamwork, fresh programming, agile ways to challenge fixing, and suggestions for training agile groups. workforce participants can use the playing cards as reference fabric, ice breakers for conversations, reminders (taped to a wall or monitor), and assets of precious assistance and hard-won knowledge. The playing cards are:

Bite-sized! learn one perform or element at a time in a few minutes.

shrewdpermanent! each one card has years of useful event at the back of it.

moveable! playing cards healthy simply on your pocket or backpack.

An quintessential device for any agile group, and essential for each agile trainer or Scrum Master.

The Agile in a Flash deck is damaged into 4 components: making plans, staff, coding, and agile techniques. front of every card is a brief checklist - a precis of the belongings you need to know and have in mind. The again offers extra element on all of the bullet issues, and gives sage nuggets of data in response to vast specialist event. Tape the playing cards on your wall, stick them in your video display, and get agile fast.

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Extra info for Agile in a Flash: Speed-Learning Agile Software Development (Pragmatic Programmers)

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In Extreme Programming Explained [Bec00], Kent Beck described four options this style provides: Abandon Skip further development or even abandon the product itself. Working software is provided in every iteration, and users gain early experience using it. It is easier to stop when it is “done enough” or if it doesn’t seem profitable to continue. Switch direction Change direction if the original plan doesn’t match current needs. An agile project may accommodate change even late in the development process.

We advise also keeping refreshing mints or gum on hand. 7. Lisa Crispin reminds us that pairing also works well for other efforts, including designing tests. Download from Wow!

Com> 22 Acceptance Test Design Principles Well-designed acceptance tests are ➤ Abstract ➤ Bona fide ➤ Cohesive ➤ Decoupled ➤ Expressive ➤ Free of duplication ➤ Green Download from Wow! com> Card 22—A CCEPTANCE T EST D ESIGN P RINCIPLES T HE P LAN Acceptance tests (ATs) are as enduring and important an artifact as your code. Their proper design will minimize maintenance efforts. Abstract A test is readable as a document describing system behavior. Amplify your test’s essential elements, and bury its irrelevant details so that nontechnical staff can understand why it should pass.

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