The Art of Agile Development
By
James Shore,
Shane Warden
October 2007
Pages: 438
| Table of Contents
| Index
| Sample Chapter
Table of Contents
-
Getting Started
-
Chapter 1 Why Agile?
- Understanding Success
- Beyond Deadlines
- The Importance of Organizational Success
- Enter Agility
-
Chapter 2 How to Be Agile
- Agile Methods
- Don’t Make Your Own Method
- The Road to Mastery
- Find a Mentor
-
Chapter 3 Understanding XP
- The XP Lifecycle
- The XP Team
- XP Concepts
-
Chapter 4 Adopting XP
- Is XP Right for Us?
- Go!
- Assess Your Agility
-
Practicing XP
-
Chapter 5 Thinking
- Pair Programming
- Energized Work
- Informative Workspace
- Root-Cause Analysis
- Retrospectives
-
Chapter 6 Collaborating
- Trust
- Sit Together
- Real Customer Involvement
- Ubiquitous Language
- Stand-Up Meetings
- Coding Standards
- Iteration Demo
- Reporting
-
Chapter 7 Releasing
- “Done Done”
- No Bugs
- Version Control
- Ten-Minute Build
- Continuous Integration
- Collective Code Ownership
- Documentation
-
Chapter 8 Planning
- Vision
- Release Planning
- The Planning Game
- Risk Management
- Iteration Planning
- Slack
- Stories
- Estimating
-
Chapter 9 Developing
- Incremental Requirements
- Customer Tests
- Test-Driven Development
- Refactoring
- Simple Design
- Incremental Design and Architecture
- Spike Solutions
- Performance Optimization
- Exploratory Testing
-
Mastering Agility
-
Chapter 10 Values and Principles
- Commonalities
- About Values, Principles, and Practices
- Further Reading
-
Chapter 11 Improve the Process
- Understand Your Project
- Tune and Adapt
- Break the Rules
-
Chapter 12 Rely on People
- Build Effective Relationships
- Let the Right People Do the Right Things
- Build the Process for the People
-
Chapter 13 Eliminate Waste
- Work in Small, Reversible Steps
- Fail Fast
- Maximize Work Not Done
- Pursue Throughput
-
Chapter 14 Deliver Value
- Exploit Your Agility
- Only Releasable Code Has Value
- Deliver Business Results
- Deliver Frequently
-
Chapter 15 Seek Technical Excellence
- Software Doesn’t Exist
- Design Is for Understanding
- Design Trade-offs
- Quality with a Name
- Great Design
- Universal Design Principles
- Principles in Practice
- Pursue Mastery
-
References
-
Colophon
Return to The Art of Agile Development