By Jeff Langr, Tim Ottinger
This finished set of playing cards is an critical 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. staff participants can use the playing cards as reference fabric, ice breakers for conversations, reminders (taped to a wall or monitor), and assets of priceless guidance and hard-won knowledge. The playing cards are:
Bite-sized! learn one perform or point at a time in a number of minutes.
clever! every one card has years of functional event at the back of it.
moveable! playing cards healthy simply on your pocket or backpack.
An essential device for any agile crew, and vital for each agile trainer or Scrum Master.
The Agile in a Flash deck is damaged into 4 parts: making plans, crew, coding, and agile innovations. front of every card is a short record - a precis of the belongings you need to know and take into accout. The again offers additional element on all of the bullet issues, and provides sage nuggets of information in response to large specialist event. Tape the playing cards in your wall, stick them in your video display, and get agile fast.
Read or Download Agile in a Flash: Speed-Learning Agile Software Development (Pragmatic Programmers) PDF
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Additional resources for Agile in a Flash: Speed-Learning Agile Software Development (Pragmatic Programmers)
Successful stand-ups are short and to the point and generally follow the rules shown on this card. You actually do stand to help constrain the meetings to five to ten minutes. Beyond the rules we show here, create your own rules to help keep stand-ups lively but to the point. For example, some teams toss around a token indicating who has the floor. One team we met required newcomers to sing for the group (Jeff sang I Feel Pretty). Stand-ups are designed for the day-to-day team. It’s important that the team prevent others from derailing the focus of the meeting.
ATs are slow by definition. 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.
Don’t over-commit. Team reflects and commits to improvements Iterations are opportunities for incremental change, whether to improve quality, throughput, morale, or any other process and team concerns. Run a retrospective! Everything else is implementation details, which are up to your team to determine. Download from Wow! com> 26 Communication-SMITH with Information Radiators Be Communication-SMITHS with information radiators that are ➤ Current ➤ Simple ➤ Minimal in number ➤ Influential ➤ Transient ➤ Highly visible ➤ Stark Download from Wow!