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Which clippings match 'Iterative Development' keyword pg.1 of 1
19 SEPTEMBER 2014

Agile Software Development: what we've learned at Forty

"The general idea behind Agile is that instead of arguing about the wording of a requirements document written three months earlier with little perspective into the current situation, it's often healthier to acknowledge that the project is going to be flexible and evolving, and put processes in place that allow it to be that way.

Barely over 200 words, that manifesto become the foundation for a movement that has changed the world of software development forever. Endless writing and speaking has explored the various ways the manifesto could be interpreted, and many specific frameworks and methodologies (such as Extreme Programming, Kanban, Lean, and Scrum) have been developed to formalize its principles. A whole 'Agile industry' has emerged, with successful companies offering tools, training, consulting, certification, and other products and services. The economic engine behind the Agile movement as a whole is massive. ...

On the surface, it seems like design and Agile should magically work together, but there are some underlying philosophical issues you have to wrestle with before figuring it out. Design is all about big–picture thinking: planning, strategy, working out all the details, thinking everything through, making it perfect, etc. (Eric Karjaluoto called it the 'masterpiece mentality.') Agile, on the other hand, is more often about doing the basics and saving details for later: iteration, minimum viable products, 'perfect is the enemy of done,' etc. Those two worlds don't blend smoothly together, at least at first. Agile developers can get frustrated with designers for over–thinking things ('Why can't they just let it go? We can get to that later.'), while the designers get discouraged by the perceived low standards of Agile developers ('Don't you want it to be good? Don't you want the user to be happy?').

In both cases, though, the problem comes from a misunderstanding of each other's perspectives (as problems often do). The designer isn't being obsessive, they're just trying to do right by the user. And the developer isn't being lazy, they're just following a process that actually gets things done with minimal navel–gazing. Both sides could learn some important lessons from each other."

(James Archer, Forty)

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TAGS

agile development • agile model • agile modelling • agile software development • current situationdesign processdevelopment life cycle • development methodology • Eric Karjaluoto • evolving needseXtreme Programmingfacing unpredicted challengesflexible management methodology • flexible process • formalised principlesiterative approachiterative design processiterative developmentiterative processjust-in-time (JIT)Kanban • Lean (methodology) • management methodology • over-thinking • perfect is the enemy of done • requirements documents • saving details for later • scrum software development processsoftware developmentsoftware development methoduser experience design • UX design • waterfall modelwhirlpool model

CONTRIBUTOR

Simon Perkins
18 JUNE 2014

Scrum: iterative and incremental agile software development

"Scrum is a management framework for incremental product development using one or more cross–functional, self–organizing teams of about seven people each. It provides a structure of roles, meetings, rules, and artifacts. Teams are responsible for creating and adapting their processes within this framework. Scrum uses fixed–length iterations, called Sprints, which are typically two weeks or 30 days long. Scrum teams attempt to build a potentially shippable (properly tested) product increment every iteration."

(Michael James)

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TAGS

agile developmentagile modellingapplication development • close online collaboration • cross-functional teams • development life cycleface-to-face communicationfacing unpredicted challengesflexible management methodology • holistic process • incremental development • incremental product development • iterative approachiterative design processiterative developmentiterative processjust-in-time (JIT)management methodology • Michael James • physical co-location • product development methodology • product development strategy • project managementproject management method • requirements churn • return on investment (ROI)scrum software development processself-organising teamssoftware development method • sprints • whirlpool model

CONTRIBUTOR

Liam Birtles
17 DECEMBER 2012

Jim Conallen: iterative web application design and development

"If you are looking for a cookie–cutter recipe to success, forget it. Developing applications is hard work and relies heavily on the skill and the ability of everyone involved. Even so, a strong process is important. Heroic efforts on the part of a development team can often bring a project to maturity; however, heroic efforts and strong process can do so repeatedly and reliably."

(Jim Conallen, 2002)

Jim Conallen (2002). "Building Web Applications with UML", (Addison–Wesley Object–Technology Series).

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2002 • application design • application developmentconceptual model • cookie-cutter • development life cyclediagramiterative design processiterative developmentiterative process • Jim Conallen • methods for design practicemodelling language • page based web applications • page-based web applications • Philippe Kruchten • requirements gathering • SDLC • software design • Software Development Life Cycle • software modellingUMLUnified Modelling Languageweb applicationweb application designweb application development

CONTRIBUTOR

Simon Perkins
21 MAY 2011

Effective and evocative research: difference through the form and outcomes of the iterative cycles and the type of feedback that informs the reflective process

"From the differences we have described, it might be assumed that the distinction between effective and evocative research is between the analytical and intuitive. However, it is important to note that, while analysis of the problem and context tends to come first in effective research, as in all research, it is intuition that leads to innovation. And, on the other hand, while evocative research may evolve intuitively through the interests, concerns and cultural preoccupations of the creative practitioner, it is rounded out and resolved by analytical insights.

Because of this combination of the intuitive and analytical, both ends of the spectrum may draw on bodies of theory such as Donald Schön's (1983) theories of reflective practice and principles of tacit knowledge and reflection–in–action, to frame an iterative development process. However, differences can be identified between the form and outcomes of the iterative cycles and the type of feedback that informs the reflective process.

In effective research, an iterative design process may involve an action research model and prototyping (paper prototype, rapid prototype, functional prototype and so on). Each iterative stage is evaluated through user testing by a representative group of end users (through quantitative or qualitative surveys or observations of use, for example). The purpose of this testing is to gauge the artifact's functionality, usability and efficacy. The gathered data informs changes and refinements in each cycle.

On the other hand, an artist might stage a number of preliminary exhibitions, but these are not staged to gather 'data', or to obtain successively closer approximations of a solution to a problem. Instead, they are part of an exploration of unfolding possibilities. Feedback might be sought from respected colleagues, and gathered in an informal setting (in the manner of a peer 'critique'). The purpose of gathering such insights is to allow the artist to reflect upon the project and its evocation and affect and to see their work through the insights of others, which may shed new light on the practice and its possibilities."

(Jillian Hamilton and Luke Jaaniste, 2009)

2). Hamilton, J. and L. Jaaniste (2009). "The Effective and the Evocative: Practice–led Research Approaches Across Art and Design". ACUADS: The Australian Council of University Art & Design Schools, Brisbane, Queensland, Queensland College of Art, Griffith University.

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action research model • ACUADS • analysisanalytical processart and designartistic practice • Australian Council of University Art and Design Schools • conceptualisationcontextcreative practitioner • cultural preoccupations • data gatheringDonald Schon • effective research • evocative researchexegesisexhibitionsexploration of unfolding possibilitiesfeedbackfine artfunctional prototype • gathering insights • insightintuitionintuitiveiterative design processiterative developmentJillian Hamilton • Luke Jaaniste • observationpaper prototype • peer critique • postgraduate supervisionpractice-led research • problem analysis • prototypingqualitative methods • qualitative surveys • quantitativereflection-in-actionreflective practicereflective processresearch artefactresearch designtacit knowledgetestingtheory buildingvisual arts

CONTRIBUTOR

Simon Perkins
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