Changes for page Planning Game

Last modified by chrisby on 2024/06/20 14:40

From version 16.1
edited by chrisby
on 2024/05/05 09:13
Change comment: Renamed back-links.
To version 17.1
edited by chrisby
on 2024/05/05 09:13
Change comment: Renamed back-links.

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7 7  
8 8  # Iterations
9 9  
10 -Opposed to dividing the project schedule into distinct phases like in [[waterfall|doc:Software Engineering.Agile.Waterfall In Software Development2.WebHome]] workflow, in Agile **the project schedule is broken down into iterations with a fixed size** of usually two weeks. For example, a 1-year project could have 26 iterations of 2 weeks each. An iteration is not a mini-waterfall with specific phases that occur only once and in a particular order, such as planning -> design -> implementation -> testing. In an iteration, all phases are performed continuously, allowing for overlap and frequent revisits. For example, if a design problem arises during implementation, you simply redesign immediately and then continue implementing.
10 +Opposed to dividing the project schedule into distinct phases like in [[waterfall|doc:Software Engineering.Agile.Waterfall In Software Development.WebHome]] workflow, in Agile **the project schedule is broken down into iterations with a fixed size** of usually two weeks. For example, a 1-year project could have 26 iterations of 2 weeks each. An iteration is not a mini-waterfall with specific phases that occur only once and in a particular order, such as planning -> design -> implementation -> testing. In an iteration, all phases are performed continuously, allowing for overlap and frequent revisits. For example, if a design problem arises during implementation, you simply redesign immediately and then continue implementing.
11 11  
12 12  ## Goals of the Initial Iteration
13 13  
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61 61  
62 62  ## Story-Driven Development
63 63  
64 -In software projects, there may be many interdependent stories to implement, so the final design will be very complex and impossible to accurately predict in advance. Therefore, the initial design planning of [[waterfall |doc:Software Engineering.Agile.Waterfall In Software Development2.WebHome]]is likely to fail. The solution is to implement the stories sequentially, as described above, even if it means refactoring the previous design frequently, which is why this approach is called **story-driven development**. It breaks the big complex design problem into many small but manageable chunks.
64 +In software projects, there may be many interdependent stories to implement, so the final design will be very complex and impossible to accurately predict in advance. Therefore, the initial design planning of [[waterfall |doc:Software Engineering.Agile.Waterfall In Software Development.WebHome]]is likely to fail. The solution is to implement the stories sequentially, as described above, even if it means refactoring the previous design frequently, which is why this approach is called **story-driven development**. It breaks the big complex design problem into many small but manageable chunks.
65 65  
66 66  Even when working more informally or alone, it makes sense to have a story deck. It reduces the mental load of having to design everything in advance, and allows you to focus on the current simple story that needs to be implemented.