Iterative development, customer involvement, frequent delivery
and other principles and values of the Agile Manifesto support the argument
that agile is different from traditional heavyweight or plan-driven approaches.
This section focuses on more detailed differences between agile methods and
traditional approaches.
Traditional
approaches aim to make software development predictable. Therefore, they try to
impose a defined process with a lot of planning. Agilists see that a defined
process is suitable for predictable manufacturing domains. They believe that
developing software is an unpredictable activity. Therefore, they try to focus
on an adaptive process (Schwaber 1996). An adaptive process is a process that
can give control over unpredictability. To survive in unpredictable world we
need iterative and incremental development in order to control the
unpredictable process.
Agile
methods promote working in an open plan area rather than separate offices, in
order to increase communication between the team members (Larman 2004). In
agile development, all team members are involved in a variety of different
activities during the development process such as design, coding, and testing,
where traditional methodologies try to give people separate tasks according to
the lifecycle phases.
Traditional
approaches prefer formal, stable and complete requirements in advance, where in
agile methods the requirements are adjustable, informal stories. These stories
will be changed and prioritized through iterations, and this will be done
collaboratively by the customers and developers (Boehm et al. 2003).
Traditional
approaches use documentation, contracts and review boards to communicate with
the customer, where agile methods strongly emphasize having a dedicated
customer who is involved in the development process (Boehm et al. 2003). Having
a customer onsite is crucial in agile development (Deursen 2001).
Generally,
traditional approaches follow theory X in management (McGregor 2006), which
assumes that the average human beings prefer to be directed, wish to avoid
responsibility, lazy and will avoid work if they can. Therefore, most people
must be controlled directed and threatened with punishment. Agile methods
follow theory Y (McGregor 2006), which assumes that average human beings are
not lazy, but able to learn under proper conditions. Moreover, work can be a
source of satisfaction. In addition, external control and the threat of
punishment are not the only means to force people to work. Instead,
self-direction and self-control are more important and can be directed to achieve
the organization’s objectives (McGregor 2006).
Traditional
approaches to quality assurance are paper based, heavyweight measured by
conformance to plan (Fowler 2005). SW-CMM (Capability Maturity Model for
Software) defines quality assurance as specification and process compliance,
where Boehm stated that in agile methods quality is customer satisfaction
(Boehm et al. 2003). Scott Ambler stated “quality is an inherent aspect of true
agile software development” and this is as a result of practices such as
iterative development, test driven development and refactoring (Ambler 2005).
Under the
umbrella of Agile term sit more specific approaches such as Extreme Programming
(XP), Scrum, Crystal Methods, Adaptive Software Development (ASD), Dynamic
Systems Development Method (DSDM), Feature-Driven Development (FDD), and Lean
Development. XP is the most widely recognized agile method (Boehm et al. 2003).
Kent Beck developed this method during his experience with the C3 project
(Comprehensive Compensation System). XP practices were originally intended for
small, collocated teams. Although some practitioners like Kent Beck and Ron
Jeffries may envision that XP can be extended to larger teams, they do not try
to convince people that it can work for teams of 200 (Highsmith 2002). XP is
based on four values, communication, simplicity, feedback, and courage. XP
practices include pair programming, continuous integration, refactoring,
test-first programming and user stories (Beck et al. 2004).
Ken
Schwaber and Jeff Sutherland developed Scrum when they realized that software
development is an unpredictable activity. Scrum, along with XP is one of the
most widely used agile methods (Ambler 2006). This method defines a project
management framework, managed by the Scrum master. Scrum is one of the few
agile methods that has been scaled up to medium projects. In Scrum, the
iteration length is 30 days and it is called a “sprint”. The sprint will be
preceded by pre-sprint planning and will be followed by a post-sprint meeting. Scrum
practices include the daily scrum meeting and product backlog (Schwaber et al.
2001).
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