Four Options for Agile Projects



Source: Extreme Programming Explained, chapter 3, The Economics of Software Development.

Kent Beck, et al, say that XP makes a lot of sense if you examine the options that it gives management. These options are less open to managers whose teams follow a more traditional, specification-heavy method, but become feasible with early and continual feedback.

With XP, there is regular measurement of progress in running, tested features. Because running, tested, demo-ed features is a concrete and meaningful kind of completion, the data can be used as the basis for making decisions.

This from www.dmst.aueb.gr:
The theoretical basis for XP is an options-based pricing model of software development. As software is developed in an environment where technological, business, and human risk abounds, investing for the future through careful architectural design, elaborate code structures that will support all possible future requirements, and producing matching documentation can be a waste of effort. Changing requirements or technology may render parts of the system obsolete; design and coding energy expended in those parts will have been wasted. Kent Beck's insight lies in discounting elaborate design for future needs in favor of today's simplicity. Big and important design decisions are deferred until a particular feature is needed. Most important features are developed first, rapidly providing the customer with the functionality required and minimizing the risk of total project failure. As code evolves it can always be refactored in response to new needs. Surprisingly, Beck takes for granted that current technology state-of-the-art and programmer skills will not stand in the way of these continuous design changes.

The options an XP customer or development organization is granted through early, accurate management:
  • Option to abandon the software project. If the team is not gaining traction, or the functionality provided by the software is not a useful as expected, the project can be canceled. The ability to "fail fast" is a benefit of XP.
    This has the additional advantage of allowing XP advocates to refer to canceled projects as "agile successes". :-)
  • Option to switch direction. Because the software is ready for use so early, there is an opportunity for the business to decide that they don't really want the system they specified. Agile teams can change direction because they don't have a lot of investment in the system "as specified", only in the system "as built".
  • Option to defer before investing. Since building is done incrementally and interatively, the business can choose not to produce features that may not have the same potential as others. Does the social networking bit have to be done before e-commerce? Should the e-commerce bit happen before we have full catalog capability? Being able to defer means that we can have the pieces we want most now. Of course, we can defer indefinitely (AKA: abandon) some features for further savings.
  • Option to grow to take advantage of a market that is taking off. This includes building scalability into the application as needed. It clearly also can mean growing the app in the direction of its uptake, such as adding social networking features or commerce features if those are drawing people to the application or SAAS.

Programmer Practices for Agility


font: Another
source: Beck, Kent. Extreme Programming Explained, 2e.

This card lists programmer practices, both team and individual (or pair!), that can help us meet some of the rather daunting challenges of agile: How do we continually deliver increments of quality software that meet the changing and evolving needs of our customer, at a reasonable cost?


  • Continuous integration (CI) - Agile promotes continual forward progress. We expect programmers to frequently update the system with code changes, so that we can verify that the complete, integrated system is still working.

  • Test driven development (TDD) - TDD tells us to break down programming into technical tasks, each specified by tests that document small pieces of behavior. TDD provides us with feedback that we've built code that does what the tests specify. Most importantly, TDD supports the practice of design improvement.

  • Design improvement - With each change, programmers must reflect upon the code's new state, and correct any design deficiencies. Continual holistic attention to the system's design helps keep development costs from rising dramatically.

  • Coding standard - Navigating a code base without standards is like riding on a rough road: At the end of the day, the constant battle against all the little bumps, nuisances, and noise simply wears you down. A team that can't establish workable standards is a weak team. In addition to including naming and formatting, coding standards should include things like handling of build system warnings, build output standards (e.g. no stdout/stderr or stack dumps!), build timing standards, and test standards.

  • Collective code ownership - Uncle Bob's prime directive for agile development is "never be blocked." Class ownership standards create unnecessary blocking issues. We should all be comfortable with anyone touching any area of the code--as long as they're following all of these other programmer practices!

  • Simple design - Keeping the design as simple as possible allows for easier incorporation of new changes. Introducing unnecessary abstractions or complexities increases the cost of development. You ain't gonna need it! (YAGNI) More specifically, the practice of simple design is best described by Kent Beck's four rules.

  • System metaphor - A global understanding of the system and its concepts is essential for an agile team. We all need to build a common, ubiquitous language that helps us communicate with each other, and that includes non-programmers. The system metaphor is a system of names for its primary entities (classes) and how they relate.

  • Pair programming - How in the world will your team ensure that other developers are adhering to the common practices if no one reviews what is done? How will we ensure that we keep on track, and developer on time, if developers are left to suffer their own insecurities in their cubes? How can we shift from finding bugs to preventing them? Try it. If you have a real team, you'll like it.
The placement of practices on the card is not random. CI, the foundational practice for any agile programming effort, appears at the bottom. The left side represents more "community" practices--the things we practice more at a team level (technically, all of these elements are practiced as a team). The right side emphasizes design-oriented practices (similarly, however, all of the other practices have an impact on the design and vice versa). And pair programming is the best way to ensure we adhere to all of the practices.

Hmm, this card looks suspiciously like the technical practices of XP. How about that!