18 resultados para agile
em University of Southampton, United Kingdom
Resumo:
Since mid-1990s, companies have adopted agile methods and incorporated them in their development methodologies. For this reason, future project managers and developers need to have a full understanding of these methods. At present, the university’s approach to agile methods is theoretical and is not reflected during the development of a product and their practical use. The purpose of this project is the creation of a software system in the form of a game, named Agile Game, which simulates their use. The system is designed for use as supplementary material in lectures, to help students understand agile methods, to present their use within a project, and to demonstrate how they differ from traditional project management methodologies. The final system, which is web based, was implemented using PHP, MySQL and JavaScript. It was fully tested against the requirements and evaluated by peer students. The evaluation showed that the majority of users were satisfied with the system but they thought that it should contain more detailed information at every step of the game. For this reason, some parts of the design and the content were reviewed to meet user requirements.
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Outlines of both Scrum and Dynamic Systems Development Model
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These lecture slides cover agile sprint planning. I have included lightweight task estimation using agile techniques: story points, T- shirts and planning pokerthis is intended to help developers who are building their personal and team estimating capability
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some resources on agile methods and enterprise architecture frameworks
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This presentation describes the evolution of SDLCs from the first formally proposed linear models including, the Waterfall (Royce 1970) through to iterative prototyping models (Spiral and Win-Win Spiral) and incremental, iterative models used in Agile Methods. We discuss the problems iinherent in ech prpoosal and how successive models attempt to solve them.
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This presentation discusses the role and purpose of testing in the systems/Software Development Life Cycle. We examine the consequences of the 'cost curve' on defect removal and how agile methods can reduce its effects. We concentrate on Black Box Testing and use Equivalence Partitioning and Boundary Value Analysis to construct the smallest number of test cases, test scenarios necessary for a test plan.
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This is a presentation that introduces the envisioning (set up) stage of a project or case study. it sets envisioning in a framework of software engineering and agile methodologies. The presentation also covers techniques for engaging with stakeholders in the domain of the project: building a co-designing team; information gathering; and the ethics of engagement. There is a short section on sprint planning and managing the project backlog (agile using a burndown chart.
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Second in a two part set of lectures on Agile Envisioning. The lectures describe the process of starting up a project. 1) creating a shared understanding amongst the team and customers using Stakeholder Analysis, Personas and User stories 2) Sprint planning and using a burndown chart 3) Risk assessment
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Software Engineering Team project introductory lecture and project start up for 2014-2015. it covers team working, infrastructure tools, and an outline of the agile methods, practices and principles that will be used.
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First of a two part set of lectureson Agile Envisioning. The lectures describe the process of starting up a project: building a shared understanding of the customer through Stakeholder Analysis and Personas
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This is the specification for the 4th deliverable of the Agile Software Engineering Group Project. The 4th deliverable is code increment 3 of the application built in the 3rd sprint
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Thursday 15th May Building 02A Room 2077, 15.00-16.45 Elena & Rikki Presenting: Groups: U, V, W, X Marking Groups: A, B, C, D Schedule and Topics 15.00-15.05: Introduction and protocol for the session 15.05-15.25 Group U: Digital Literacies 15.25-15.45 Group V: Will MOOCs destroy face-to-face University Education? 15.45-16.05 Group W: Groupwork and leadership skills in MMORPGs 16.05-16.25 Group X: Tools and techniques for agile project management 16.25-16.45: Wash-up: feedback session for presentation groups